This commit is contained in:
yangxiao 2015-01-20 15:48:43 +08:00
commit 0df14763a4
9 changed files with 176 additions and 83 deletions

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@ -43,6 +43,7 @@ Animate3D* Animate3D::create(Animation3D* animation)
animate->autorelease(); animate->autorelease();
animate->setDuration(animation->getDuration()); animate->setDuration(animation->getDuration());
animate->setOriginInterval(animation->getDuration());
return animate; return animate;
} }
@ -58,6 +59,7 @@ Animate3D* Animate3D::create(Animation3D* animation, float fromTime, float durat
animate->_start = fromTime / fullDuration; animate->_start = fromTime / fullDuration;
animate->_last = duration / fullDuration; animate->_last = duration / fullDuration;
animate->setDuration(duration); animate->setDuration(duration);
animate->setOriginInterval(duration);
return animate; return animate;
} }
@ -85,7 +87,7 @@ Animate3D* Animate3D::clone() const
copy->_last = _last; copy->_last = _last;
copy->_playReverse = _playReverse; copy->_playReverse = _playReverse;
copy->setDuration(animate->getDuration()); copy->setDuration(animate->getDuration());
copy->setOriginInterval(animate->getOriginInterval());
return copy; return copy;
} }
@ -160,7 +162,7 @@ void Animate3D::stop()
//! called every frame with it's delta time. DON'T override unless you know what you are doing. //! called every frame with it's delta time. DON'T override unless you know what you are doing.
void Animate3D::step(float dt) void Animate3D::step(float dt)
{ {
ActionInterval::step(dt * _absSpeed); ActionInterval::step(dt);
} }
void Animate3D::update(float t) void Animate3D::update(float t)
@ -238,6 +240,7 @@ void Animate3D::setSpeed(float speed)
{ {
_absSpeed = fabsf(speed); _absSpeed = fabsf(speed);
_playReverse = speed < 0; _playReverse = speed < 0;
_duration = _originInterval / _absSpeed;
} }
void Animate3D::setWeight(float weight) void Animate3D::setWeight(float weight)
@ -246,6 +249,11 @@ void Animate3D::setWeight(float weight)
_weight = fabsf(weight); _weight = fabsf(weight);
} }
void Animate3D::setOriginInterval(float interval)
{
_originInterval = interval;
}
Animate3D::Animate3D() Animate3D::Animate3D()
: _state(Animate3D::Animate3DState::Running) : _state(Animate3D::Animate3DState::Running)
, _animation(nullptr) , _animation(nullptr)
@ -256,6 +264,7 @@ Animate3D::Animate3D()
, _playReverse(false) , _playReverse(false)
, _accTransTime(0.0f) , _accTransTime(0.0f)
, _lastTime(0.0f) , _lastTime(0.0f)
, _originInterval(0.0f)
{ {
} }

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@ -85,6 +85,10 @@ public:
float getWeight() const { return _weight; } float getWeight() const { return _weight; }
void setWeight(float weight); void setWeight(float weight);
/**get & set origin interval*/
void setOriginInterval(float interval);
float getOriginInterval() const {return _originInterval; }
/** animate transition time */ /** animate transition time */
static float getTransitionTime() { return _transTime; } static float getTransitionTime() { return _transTime; }
@ -117,6 +121,7 @@ protected:
static float _transTime; //transition time from one animate3d to another static float _transTime; //transition time from one animate3d to another
float _accTransTime; // acculate transition time float _accTransTime; // acculate transition time
float _lastTime; // last t (0 - 1) float _lastTime; // last t (0 - 1)
float _originInterval;// save origin interval time
std::unordered_map<Bone3D*, Animation3D::Curve*> _boneCurves; //weak ref std::unordered_map<Bone3D*, Animation3D::Curve*> _boneCurves; //weak ref
//sprite animates //sprite animates

View File

@ -38,75 +38,135 @@ Ray::~Ray()
{ {
} }
bool Ray::intersects(const AABB& aabb) const bool Ray::intersects(const AABB& box, float* distance) const
{ {
Vec3 ptOnPlane; float lowt = 0.0f;
Vec3 min = aabb._min;
Vec3 max = aabb._max;
const Vec3& origin = _origin;
const Vec3& dir = _direction;
float t; float t;
bool hit = false;
Vec3 hitpoint;
const Vec3& min = box._min;
const Vec3& max = box._max;
const Vec3& rayorig = _origin;
const Vec3& raydir = _direction;
if (dir.x != 0.f) // Check origin inside first
if (rayorig > min && rayorig < max)
return true;
// Check each face in turn, only check closest 3
// Min x
if (rayorig.x <= min.x && raydir.x > 0)
{ {
if (dir.x > 0) t = (min.x - rayorig.x) / raydir.x;
t = (min.x - origin.x) / dir.x; if (t >= 0)
else
t = (max.x - origin.x) / dir.x;
if (t > 0.f)
{ {
ptOnPlane = origin + t * dir; // Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (min.y < ptOnPlane.y && ptOnPlane.y < max.y && min.z < ptOnPlane.z && ptOnPlane.z < max.z) if (hitpoint.y >= min.y && hitpoint.y <= max.y &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{ {
return true; hit = true;
lowt = t;
} }
} }
} }
// Max x
if (dir.y != 0.f) if (rayorig.x >= max.x && raydir.x < 0)
{ {
if (dir.y > 0) t = (max.x - rayorig.x) / raydir.x;
t = (min.y - origin.y) / dir.y; if (t >= 0)
else
t = (max.y - origin.y) / dir.y;
if (t > 0.f)
{ {
ptOnPlane = origin + t * dir; // Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (min.z < ptOnPlane.z && ptOnPlane.z < max.z && min.x < ptOnPlane.x && ptOnPlane.x < max.x) if (hitpoint.y >= min.y && hitpoint.y <= max.y &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{ {
return true; hit = true;
lowt = t;
}
}
}
// Min y
if (rayorig.y <= min.y && raydir.y > 0)
{
t = (min.y - rayorig.y) / raydir.y;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
}
}
}
// Max y
if (rayorig.y >= max.y && raydir.y < 0)
{
t = (max.y - rayorig.y) / raydir.y;
if
(t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
}
}
}
// Min z
if (rayorig.z <= min.z && raydir.z > 0)
{
t = (min.z - rayorig.z) / raydir.z;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.y >= min.y && hitpoint.y <= max.y &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
}
}
}
// Max z
if (rayorig.z >= max.z && raydir.z < 0)
{
t = (max.z - rayorig.z) / raydir.z;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.y >= min.y && hitpoint.y <= max.y &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
} }
} }
} }
if (dir.z != 0.f) if (distance)
{ *distance = lowt;
if (dir.z > 0)
t = (min.z - origin.z) / dir.z;
else
t = (max.z - origin.z) / dir.z;
if (t > 0.f) return hit;
{
ptOnPlane = origin + t * dir;
if (min.x < ptOnPlane.x && ptOnPlane.x < max.x && min.y < ptOnPlane.y && ptOnPlane.y < max.y)
{
return true;
}
}
}
return false;
} }
bool Ray::intersects(const OBB& obb) const bool Ray::intersects(const OBB& obb, float* distance) const
{ {
AABB aabb; AABB aabb;
aabb._min = - obb._extents; aabb._min = - obb._extents;
@ -137,7 +197,8 @@ bool Ray::intersects(const OBB& obb) const
ray.transform(mat); ray.transform(mat);
return ray.intersects(aabb); return ray.intersects(aabb, distance);
} }
float Ray::dist(const Plane& plane) const float Ray::dist(const Plane& plane) const

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@ -59,14 +59,14 @@ public:
~Ray(); ~Ray();
/** /**
* Check whether this ray intersects the specified bounding box. * Check whether this ray intersects with the specified AABB.
*/ */
bool intersects(const AABB& aabb) const; bool intersects(const AABB& aabb, float* distance = nullptr) const;
/** /**
* Check whether this ray intersects the specified obb. * Check whether this ray intersects with the specified OBB.
*/ */
bool intersects(const OBB& obb) const; bool intersects(const OBB& obb, float* distance = nullptr) const;
float dist(const Plane& plane) const; float dist(const Plane& plane) const;
Vec3 intersects(const Plane& plane) const; Vec3 intersects(const Plane& plane) const;

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@ -362,6 +362,13 @@ public:
*/ */
inline const Quaternion operator*(const Quaternion& q) const; inline const Quaternion operator*(const Quaternion& q) const;
/**
* Calculates the quaternion product of this quaternion with the given vec3.
* @param v The vec3 to multiply.
* @return The vec3 product.
*/
inline Vec3 operator*(const Vec3& v) const;
/** /**
* Multiplies this quaternion with the given quaternion. * Multiplies this quaternion with the given quaternion.
* *

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@ -35,4 +35,17 @@ inline Quaternion& Quaternion::operator*=(const Quaternion& q)
return *this; return *this;
} }
inline Vec3 Quaternion::operator*(const Vec3& v) const
{
Vec3 uv, uuv;
Vec3 qvec(x, y, z);
Vec3::cross(qvec, v, &uv);
Vec3::cross(qvec, uv, &uuv);
uv *= (2.0f * w);
uuv *= 2.0f;
return v + uv + uuv;
}
NS_CC_MATH_END NS_CC_MATH_END

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@ -419,14 +419,25 @@ public:
*/ */
inline const Vec3 operator/(float s) const; inline const Vec3 operator/(float s) const;
/** /** Returns true if the vector's scalar components are all greater
* Determines if this vector is less than the given vector. that the ones of the vector it is compared against.
*
* @param v The vector to compare against.
*
* @return True if this vector is less than the given vector, false otherwise.
*/ */
inline bool operator<(const Vec3& v) const; inline bool operator < (const Vec3& rhs) const
{
if (x < rhs.x && y < rhs.y && z < rhs.z)
return true;
return false;
}
/** Returns true if the vector's scalar components are all smaller
that the ones of the vector it is compared against.
*/
inline bool operator >(const Vec3& rhs) const
{
if (x > rhs.x && y > rhs.y && z > rhs.z)
return true;
return false;
}
/** /**
* Determines if this vector is equal to the given vector. * Determines if this vector is equal to the given vector.

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@ -74,19 +74,6 @@ inline const Vec3 Vec3::operator/(const float s) const
return Vec3(this->x / s, this->y / s, this->z / s); return Vec3(this->x / s, this->y / s, this->z / s);
} }
inline bool Vec3::operator<(const Vec3& v) const
{
if (x == v.x)
{
if (y == v.y)
{
return z < v.z;
}
return y < v.y;
}
return x < v.x;
}
inline bool Vec3::operator==(const Vec3& v) const inline bool Vec3::operator==(const Vec3& v) const
{ {
return x==v.x && y==v.y && z==v.z; return x==v.x && y==v.y && z==v.z;

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@ -1112,7 +1112,7 @@ void CameraArcBallDemo::onEnter()
{ {
_camera=Camera::createPerspective(60, (GLfloat)s.width/s.height, 1, 1000); _camera=Camera::createPerspective(60, (GLfloat)s.width/s.height, 1, 1000);
_camera->setCameraFlag(CameraFlag::USER1); _camera->setCameraFlag(CameraFlag::USER1);
_camera->setPosition3D(Vec3(0, 100, 50)); _camera->setPosition3D(Vec3(0, 10, 50));
_camera->lookAt(Vec3(0, 0, 0), Vec3(0, 1, 0)); _camera->lookAt(Vec3(0, 0, 0), Vec3(0, 1, 0));
_camera->retain(); _camera->retain();
_layer3D->addChild(_camera); _layer3D->addChild(_camera);
@ -1236,7 +1236,7 @@ float CameraArcBallDemo::projectToSphere( float r, float x, float y )
void CameraArcBallDemo::updateCameraTransform() void CameraArcBallDemo::updateCameraTransform()
{ {
Mat4 trans, rot, center; Mat4 trans, rot, center;
Mat4::createTranslation(Vec3(0.0f, 0.0f, _distanceZ), &trans); Mat4::createTranslation(Vec3(0.0f, 10.0f, _distanceZ), &trans);
Mat4::createRotation(_rotationQuat, &rot); Mat4::createRotation(_rotationQuat, &rot);
Mat4::createTranslation(_center, &center); Mat4::createTranslation(_center, &center);
Mat4 result = center * rot * trans; Mat4 result = center * rot * trans;