mirror of https://github.com/axmolengine/axmol.git
Merge branch 'v3' of https://github.com/super626/cocos2d-x into v3
This commit is contained in:
commit
0df14763a4
|
@ -43,6 +43,7 @@ Animate3D* Animate3D::create(Animation3D* animation)
|
|||
|
||||
animate->autorelease();
|
||||
animate->setDuration(animation->getDuration());
|
||||
animate->setOriginInterval(animation->getDuration());
|
||||
|
||||
return animate;
|
||||
}
|
||||
|
@ -58,6 +59,7 @@ Animate3D* Animate3D::create(Animation3D* animation, float fromTime, float durat
|
|||
animate->_start = fromTime / fullDuration;
|
||||
animate->_last = duration / fullDuration;
|
||||
animate->setDuration(duration);
|
||||
animate->setOriginInterval(duration);
|
||||
|
||||
return animate;
|
||||
}
|
||||
|
@ -85,7 +87,7 @@ Animate3D* Animate3D::clone() const
|
|||
copy->_last = _last;
|
||||
copy->_playReverse = _playReverse;
|
||||
copy->setDuration(animate->getDuration());
|
||||
|
||||
copy->setOriginInterval(animate->getOriginInterval());
|
||||
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.
|
||||
void Animate3D::step(float dt)
|
||||
{
|
||||
ActionInterval::step(dt * _absSpeed);
|
||||
ActionInterval::step(dt);
|
||||
}
|
||||
|
||||
void Animate3D::update(float t)
|
||||
|
@ -238,6 +240,7 @@ void Animate3D::setSpeed(float speed)
|
|||
{
|
||||
_absSpeed = fabsf(speed);
|
||||
_playReverse = speed < 0;
|
||||
_duration = _originInterval / _absSpeed;
|
||||
}
|
||||
|
||||
void Animate3D::setWeight(float weight)
|
||||
|
@ -246,6 +249,11 @@ void Animate3D::setWeight(float weight)
|
|||
_weight = fabsf(weight);
|
||||
}
|
||||
|
||||
void Animate3D::setOriginInterval(float interval)
|
||||
{
|
||||
_originInterval = interval;
|
||||
}
|
||||
|
||||
Animate3D::Animate3D()
|
||||
: _state(Animate3D::Animate3DState::Running)
|
||||
, _animation(nullptr)
|
||||
|
@ -256,6 +264,7 @@ Animate3D::Animate3D()
|
|||
, _playReverse(false)
|
||||
, _accTransTime(0.0f)
|
||||
, _lastTime(0.0f)
|
||||
, _originInterval(0.0f)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -85,6 +85,10 @@ public:
|
|||
float getWeight() const { return _weight; }
|
||||
void setWeight(float weight);
|
||||
|
||||
/**get & set origin interval*/
|
||||
void setOriginInterval(float interval);
|
||||
float getOriginInterval() const {return _originInterval; }
|
||||
|
||||
/** animate transition time */
|
||||
static float getTransitionTime() { return _transTime; }
|
||||
|
||||
|
@ -117,6 +121,7 @@ protected:
|
|||
static float _transTime; //transition time from one animate3d to another
|
||||
float _accTransTime; // acculate transition time
|
||||
float _lastTime; // last t (0 - 1)
|
||||
float _originInterval;// save origin interval time
|
||||
std::unordered_map<Bone3D*, Animation3D::Curve*> _boneCurves; //weak ref
|
||||
|
||||
//sprite animates
|
||||
|
|
|
@ -38,75 +38,135 @@ Ray::~Ray()
|
|||
{
|
||||
}
|
||||
|
||||
bool Ray::intersects(const AABB& aabb) const
|
||||
bool Ray::intersects(const AABB& box, float* distance) const
|
||||
{
|
||||
Vec3 ptOnPlane;
|
||||
Vec3 min = aabb._min;
|
||||
Vec3 max = aabb._max;
|
||||
|
||||
const Vec3& origin = _origin;
|
||||
const Vec3& dir = _direction;
|
||||
|
||||
float lowt = 0.0f;
|
||||
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 - origin.x) / dir.x;
|
||||
else
|
||||
t = (max.x - origin.x) / dir.x;
|
||||
|
||||
if (t > 0.f)
|
||||
t = (min.x - rayorig.x) / raydir.x;
|
||||
if (t >= 0)
|
||||
{
|
||||
ptOnPlane = origin + t * dir;
|
||||
|
||||
if (min.y < ptOnPlane.y && ptOnPlane.y < max.y && min.z < ptOnPlane.z && ptOnPlane.z < max.z)
|
||||
// Substitute t back into ray and check bounds and dist
|
||||
hitpoint = rayorig + raydir * t;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (dir.y != 0.f)
|
||||
// Max x
|
||||
if (rayorig.x >= max.x && raydir.x < 0)
|
||||
{
|
||||
if (dir.y > 0)
|
||||
t = (min.y - origin.y) / dir.y;
|
||||
else
|
||||
t = (max.y - origin.y) / dir.y;
|
||||
|
||||
if (t > 0.f)
|
||||
t = (max.x - rayorig.x) / raydir.x;
|
||||
if (t >= 0)
|
||||
{
|
||||
ptOnPlane = origin + t * dir;
|
||||
|
||||
if (min.z < ptOnPlane.z && ptOnPlane.z < max.z && min.x < ptOnPlane.x && ptOnPlane.x < max.x)
|
||||
// Substitute t back into ray and check bounds and dist
|
||||
hitpoint = rayorig + raydir * t;
|
||||
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 (dir.z > 0)
|
||||
t = (min.z - origin.z) / dir.z;
|
||||
else
|
||||
t = (max.z - origin.z) / dir.z;
|
||||
if (distance)
|
||||
*distance = lowt;
|
||||
|
||||
if (t > 0.f)
|
||||
{
|
||||
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;
|
||||
return hit;
|
||||
}
|
||||
|
||||
bool Ray::intersects(const OBB& obb) const
|
||||
bool Ray::intersects(const OBB& obb, float* distance) const
|
||||
{
|
||||
AABB aabb;
|
||||
aabb._min = - obb._extents;
|
||||
|
@ -137,7 +197,8 @@ bool Ray::intersects(const OBB& obb) const
|
|||
|
||||
ray.transform(mat);
|
||||
|
||||
return ray.intersects(aabb);
|
||||
return ray.intersects(aabb, distance);
|
||||
|
||||
}
|
||||
|
||||
float Ray::dist(const Plane& plane) const
|
||||
|
|
|
@ -59,14 +59,14 @@ public:
|
|||
~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;
|
||||
Vec3 intersects(const Plane& plane) const;
|
||||
|
|
|
@ -362,6 +362,13 @@ public:
|
|||
*/
|
||||
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.
|
||||
*
|
||||
|
|
|
@ -35,4 +35,17 @@ inline Quaternion& Quaternion::operator*=(const Quaternion& q)
|
|||
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
|
||||
|
|
|
@ -419,14 +419,25 @@ public:
|
|||
*/
|
||||
inline const Vec3 operator/(float s) const;
|
||||
|
||||
/**
|
||||
* Determines if this vector is less than the given vector.
|
||||
*
|
||||
* @param v The vector to compare against.
|
||||
*
|
||||
* @return True if this vector is less than the given vector, false otherwise.
|
||||
/** Returns true if the vector's scalar components are all greater
|
||||
that the ones of the vector it is compared against.
|
||||
*/
|
||||
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.
|
||||
|
|
|
@ -74,19 +74,6 @@ inline const Vec3 Vec3::operator/(const float s) const
|
|||
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
|
||||
{
|
||||
return x==v.x && y==v.y && z==v.z;
|
||||
|
|
|
@ -1112,7 +1112,7 @@ void CameraArcBallDemo::onEnter()
|
|||
{
|
||||
_camera=Camera::createPerspective(60, (GLfloat)s.width/s.height, 1, 1000);
|
||||
_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->retain();
|
||||
_layer3D->addChild(_camera);
|
||||
|
@ -1236,7 +1236,7 @@ float CameraArcBallDemo::projectToSphere( float r, float x, float y )
|
|||
void CameraArcBallDemo::updateCameraTransform()
|
||||
{
|
||||
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::createTranslation(_center, ¢er);
|
||||
Mat4 result = center * rot * trans;
|
||||
|
|
Loading…
Reference in New Issue