Book Image

PlayStation Mobile Development Cookbook

By : Michael Fleischauer
Book Image

PlayStation Mobile Development Cookbook

By: Michael Fleischauer

Overview of this book

With the PlayStation®Mobile SDK you can create stunning games for the PlayStation®Vita and PlayStation™Certified devices (PS Certified devices). It includes everything you need to get started, including an IDE for developing your code and even an emulator to test your creations. "PlayStation®Mobile Development Cookbook"| is an exciting and practical collection of recipes that help you make the most of this exciting new platform. It provides you with everything you need to create complete 2D or 3D games and applications that fully unlock the potential of the SDK. After quickly covering the basics, you'll learn how to utilize input sources like touch, gamepads, and motion controls, and then move on to more advanced content like creating and animating 2D graphics, networking, playing sound effects and music, adding physics, and then finally jumping into the world of 3D.
Table of Contents (17 chapters)
PlayStationMobile Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Publishing Your Application
Index

Implementing a simple camera system


In this recipe, we are going to create a simple camera that can be panned, rotated, and zomed in and out.

Getting ready

Load PlayStation Mobile Studio and create a new project. This recipe is going to build heavily on the code from the prior recipe, Creating a 3D scene. You may wish to duplicate the project; if you do not, be sure to copy AppMain.cs, crate.png, texture.vcg, and texture.fcg over to your new project. You can download the complete project as Ch7_Example3.

How to do it...

  1. Add a new file, Camera.cs and enter the following code:

    using System;
    using Sce.PlayStation.Core;
    using Sce.PlayStation.Core.Input;
    using Sce.PlayStation.Core.Graphics;
    
    namespace Ch7_Example3
    {
    public class Camera
    {
    private Matrix4 _projection;
    private Matrix4 _view;
    private Matrix4 _world;
    private float _FOV;
    private float _aspectRatio;
    private Vector3 _position;
    private Vector3 _target;
    
    public Camera (float fov, float aspectRatio, Vector3 position, Vector3 target)
    {
    _FOV ...