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Code/RPG Maker



1. Orthogonal projection coordinate system 만들기


        public void onSurfaceChanged(GL10 gl, int width, int height) {

                this.m_width = width;
                this.m_height = height;

                if(buffer == null) {

                        Util.LOGD("make framebuffer");
                        world = new World();
                        m_cam = world.getCamera();

                        // light mass
                        world.setAmbientLight(0xff, 0xff, 0xff);

                        // making background plane
                        float[] coordinates = { // position of vertices
                                0.0f, 0.0f, 0.0f,
                                m_width, 0.0f, 0.0f,
                                0.0f, m_height, 0.0f,
                                m_width, m_height, 0.0f
                        };

                        float[] uvs = { // how uv mapped?
                                0.0f, 0.0f,
                                1.0f, 0.0f,
                                0.0f, 1.0f,
                                1.0f, 1.0f
                        };

                        int[] indices = { // index of each coordinate
                                0, 2, 1,
                                1, 2, 3
                        };

                        // make plane
                        Object3D plane = new Object3D(coordinates, uvs, indices, RMObject2D.getTextureIDByColor(Color.white));
                        plane.build();
                        Util.LOGD("center: " + plane.getTransformedCenter());
                        world.addObject(plane);

                        // FOV settings
                        m_cam.setFOVLimits(0.1f, 2.0f);
                        m_cam.setFOV(0.1f);

                        // set up camera
                        // z = (width/2) / tan(fov/2)
                        m_cam.setPosition(m_width/2, m_height/2, (float) -(m_width/2/Math.tan(m_cam.getFOV()/2.0f)));
                        m_cam.lookAt(plane.getTransformedCenter());
                        fixCubePosition();

                        // configuration to view far object
                        Config.farPlane = Math.abs(m_cam.getPosition().z) + 1000f;
                }

                // make framebuffer
                if(buffer != null)
                        buffer.dispose();
                buffer = new FrameBuffer(m_width, m_height, FrameBuffer.SAMPLINGMODE_NORMAL);
        }


2. FillBox class

package cau.rpg.maker.object;

import java.awt.Color;

import javax.vecmath.Vector2f;

import com.threed.jpct.Object3D;

public class RMFillBox extends RMObject2D {

        public RMFillBox(float x1, float y1, float x2, float y2, Color color)
        {
                init(x1, y1, x2, y2, color);
        }

        public RMFillBox(Vector2f vStart, Vector2f vEnd, Color color)
        {
                init(vStart.x, vStart.y, vEnd.x, vEnd.y, color);
        }

        private void init(float x1, float y1, float x2, float y2, Color color)
        {
                if(x1 >= x2 || y1 >= y2)
                        return;

                float z = -10f;

                float[] coords = {
                        x1, y1, z,              // up left
                        x1, y2, z,              // bottom left
                        x2, y1, z,              // up right
                        x2, y2, z               // bottom right corner
                };

                float[] uvs = {
                        0f, 0f,
                        0f, 1f,
                        1f, 0f,
                        1f, 1f
                };

                int[] indices = {
                        0, 1, 2,
                        2, 1, 3
                };

                m_polygon = new Object3D(coords, uvs, indices, getTextureIDByColor(color));
        }
}


3. 2D line class

package cau.rpg.maker.object;

import java.awt.Color;

import javax.vecmath.Vector2f;
import javax.vecmath.Vector3f;

import com.threed.jpct.Object3D;

public class RMLine extends RMObject2D {

        private static final Vector3f vectorZ = new Vector3f(0, 0, -1);

        public RMLine(Vector2f vStart, Vector2f vEnd, float width, Color color)
        {
                float z = -10f;
                Vector3f v3Start = new Vector3f(vStart.x, vStart.y, z);
                Vector3f v3End = new Vector3f(vEnd.x, vEnd.y, z);

                // line vector
                Vector3f lineVector = new Vector3f();
                lineVector.sub(v3End, v3Start);

                // calc normal vector of line
                Vector3f normal = new Vector3f();
                normal.cross(lineVector, vectorZ);
                normal.normalize();
                normal.scale(width/2.0f);

                float[] coords = {
                        (vStart.x + normal.x), (vStart.y + normal.y), z,
                        (vStart.x - normal.x), (vStart.y - normal.y), z,
                        (vEnd.x + normal.x), (vEnd.y + normal.y), z,
                        (vEnd.x - normal.x), (vEnd.y - normal.y), z
                };

                float[] uvs = {
                        0f, 0f,
                        0f, 1f,
                        1f, 0f,
                        1f, 1f
                };

                int[] indices = {
                        0, 2, 1,
                        1, 2, 3
                };

                m_polygon = new Object3D(coords, uvs, indices, getTextureIDByColor(color));
        }

}

4. Interpolation


        public void setDepth(float depth)
        {
                float delta = depth - this.depth;

                // move object
                SimpleVector curPosition = m_polygon.getTransformedCenter();
                SimpleVector toCam = MainRenderer.getCamera().getPosition().calcSub(curPosition);
                float a = MainRenderer.getCamera().getPosition().z - this.depth;
                toCam.scalarMul(delta/a);
                m_polygon.translate(toCam);
                Util.LOGD("translate to " + toCam);

                // scale
                m_polygon.scale((a-delta)/a);

                this.depth = depth;
        }

5. Table 클래스의 구현



# Table class
# a 3-dimensional array2 stores 2Byte integer
# Uses hash table internally.
class Table
  def initialize(xsize=1, ysize=1, zsize=1)
    resize(xsize, ysize, zsize)
  end

  def resize xsize, ysize, zsize
    @array = Hash.new
    @xsize = xsize
    @ysize = ysize
    @zsize = zsize
  end

  def self.resize xsize, ysize, zsize
    #puts "resize to (#{xsize}, #{ysize}, #{zsize})"
    @array = Hash.new
    @xsize = xsize
    @ysize = ysize
    @zsize = zsize
  end

  def [] *args
    x=0
    y=0
    z=0
    if args.length > 0
      x = args[0]
    end
    if args.length > 1
      y = args[1]
    end
    if args.length > 2
      z = args[2]
    end
    return @array[[x, y, z]]
  end

  def []= *args
    value = args[args.size-1]
    args.delete_at(args.size-1)

    x=0
    y=0
    z=0
    if args.length > 0
      x = args[0]
    end
    if args.length > 1
      y = args[1]
    end
    if args.length > 2
      z = args[2]
    end

    @array[[x, y, z]] = value
  end

  def self._load args
    #puts "load table"
    header = args.unpack("l5")
    table = args.unpack("@20s*")
    #puts header.inspect
    #puts table.inspect

    obj = Table.new(header[1], header[2], header[3])

    i=-1
    for z in 0 ... obj.zsize
      for y in 0 ... obj.ysize
        for x in 0 ... obj.xsize
          obj[x, y, z] = table[i = i+1]
          #puts "array put #{table[i]}"
        end
      end
    end

    return obj
  end

  attr_accessor :xsize
  attr_accessor :ysize
  attr_accessor :zsize
end

6. Color 클래스의 구현

알만툴에서 사용하는 Color 클래스이다.

내부적으로 자바의 java.awt.Color 클래스를 가지고 있으며 이를 이용하여 모든 값을 주고받는다.

루비의 Color와 자바의 Color이 이름이 같기 때문에 자바의 Color을 임시 모듈에 담아 모호성을 해결하였다.

require 'java'

# use temporary namespace(module) to solve ambiguous class name
module AA
  import 'java.awt.Color'
end

class Color

  attr_reader :object

  def initialize red, green, blue, alpha=255
    @object = AA::Color.new(red, green, blue, alpha)
  end

  def set red, green, blue, alpha=255
    @object = AA::Color.new(red, green, blue, alpha)
  end

  def red
    return @object.getRed
  end
  def green
    return @object.getGreen
  end
  def blue
    return @object.getBlue
  end
  def alpha
    return @object.getAlpha
  end

  def self._load args
    # convert to floting point value
    value = args.unpack("d4")
    return  Color.new(value[0].to_i, value[1].to_i, value[2].to_i, value[3].to_i)
  end

  def to_i
    return (red | (green << 8) | (blue << 16) | (alpha << 24))
  end

  def red= r
    r = adjust_value(r, 0, 255)
    set(r, green, blue, alpha)
  end

  def green= g
    g = adjust_value(g, 0, 255)
    set(red, g, blue, alpha)
  end

  def blue= b
    b = adjust_value(b, 0, 255)
    set(red, green, b, alpha)
  end

  def alpha= a
    a = adjust_value(a, 0, 255)
    set(red, green, blue, a)
  end
end
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