JSR-184与Mascot Capsule v3主要的不同就是关于照相机的实现。JSR-184支持照相机结合矩阵堆栈处理,例如,我们经常使用
transform
对象移动照相机。而Mascot Capsule v3依靠”look-at”方法,这是在某些3D API里的通用方法。look-at方法从
一个
position
,一个
look-at direction
和一个
up vector创建一个照相机转换矩阵,为了方便Mascot Capsule v3与JSR-184之间的转换,Digital Chocolate采纳了Mascot Capsule v3照相机设计方法,并写了一个支持JSR-184的包。
在JSR-184 API规范里,NodeTransform类指定了一系列方法。这些方法有利于在JSR-184实现look-at方法。然而,它被认为与JSR-184执行说明规范有所不同,有时甚至会忽略这一系列方法。
自己实现look-at方法其实并不复杂。下面的代码例子是Digital Chocolate公司如何处理照相机的封装设计。请注意Digital Chocolate公司在Mascot Capsule v3中使用整数来处理,而在设计更高层的游戏类设计中使用浮点数来处理。
/**
* Wrapper method for setting look at camera. * * The method requires that look and up vectors normalized. */ public static final void setLookAt(float a_posX, float a_posY, float a_posZ, float a_lookX, float a_lookY, float a_lookZ, float a_upX, float a_upY, float a_upZ) { // JSR-184 version if (USE_M3G) { // Cross product to get side vector float sideX = (a_lookY * a_upZ) - (a_lookZ * a_upY); float sideY = (a_lookZ * a_upX) - (a_lookX * a_upZ); float sideZ = (a_lookX * a_upY) - (a_lookY * a_upX);
float inv_len = 1.0f /
(float) java.lang.Math.sqrt(sideX * sideX + sideY * sideY + sideZ * sideZ); sideX *= inv_len; sideY *= inv_len; sideZ *= inv_len; // make up vector perpendicular a_upX = (sideY * a_lookZ) - (sideZ * a_lookY); a_upY = (sideZ * a_lookX) - (sideX * a_lookZ); a_upZ = (sideX * a_lookY) - (sideY * a_lookX); // footnote: up is unit size because side and look are perpendicular sm_mtx[0] = sideX; sm_mtx[1] = a_upX; sm_mtx[2] = -a_lookX; sm_mtx[3] = a_posX; sm_mtx[4] = sideY; sm_mtx[5] = a_upY; sm_mtx[6] = -a_lookY; sm_mtx[7] = a_posY; sm_mtx[8] = sideZ; sm_mtx[9] = a_upZ; sm_mtx[10] = -a_lookZ; sm_mtx[11] = a_posZ; sm_mtx[12] = 0.0f; sm_mtx[13] = 0.0f; sm_mtx[14] = 0.0f; sm_mtx[15] = 1.0f; sm_m3gTransform.set(sm_mtx); } // Mascot version if (USE_MASCOT) { sm_mascotTmpVectorA.set((int)a_posX, (int)a_posY, (int)a_posZ); sm_mascotTmpVectorB.set((int)(a_lookX * MASCOT_ONE), (int)(a_lookY * MASCOT_ONE), (int)(a_lookZ * MASCOT_ONE)); sm_mascotTmpVectorC.set(0, DajmGraphics.MASCOT_ONE, 0); sm_mascotAffineTrans.lookAt(sm_mascotTmpVectorA, |