Merge pull request #221 from tangziwen/terrain_tzw

Terrain tzw
This commit is contained in:
XiaoYang 2015-02-03 16:19:58 +08:00
commit 6ba0e82e55
20 changed files with 1193 additions and 393 deletions

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@ -239,6 +239,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
<ClCompile Include="..\3d\CCSkeleton3D.cpp" />
<ClCompile Include="..\3d\CCSprite3D.cpp" />
<ClCompile Include="..\3d\CCSprite3DMaterial.cpp" />
<ClCompile Include="..\3d\CCTerrain.cpp" />
<ClCompile Include="..\audio\AudioEngine.cpp" />
<ClCompile Include="..\audio\win32\AudioCache.cpp" />
<ClCompile Include="..\audio\win32\AudioEngine-win32.cpp" />
@ -608,6 +609,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\chipmunk\prebuilt\win32\release-lib\*.*
<ClInclude Include="..\3d\CCSkeleton3D.h" />
<ClInclude Include="..\3d\CCSprite3D.h" />
<ClInclude Include="..\3d\CCSprite3DMaterial.h" />
<ClInclude Include="..\3d\CCTerrain.h" />
<ClInclude Include="..\3d\cocos3d.h" />
<ClInclude Include="..\audio\include\AudioEngine.h" />
<ClInclude Include="..\audio\include\Export.h" />

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@ -1303,6 +1303,9 @@
<ClCompile Include="..\3d\CCAABB.cpp">
<Filter>3d</Filter>
</ClCompile>
<ClCompile Include="..\3d\CCTerrain.cpp">
<Filter>3d</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\physics\CCPhysicsBody.h">
@ -2548,6 +2551,9 @@
<ClInclude Include="..\physics\CCPhysicsHelper.h">
<Filter>physics</Filter>
</ClInclude>
<ClInclude Include="..\3d\CCTerrain.h">
<Filter>3d</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\math\Mat4.inl">

File diff suppressed because it is too large Load Diff

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@ -1,26 +1,26 @@
/****************************************************************************
Copyright (c) 2014 Chukong Technologies Inc.
Copyright (c) 2015 Chukong Technologies Inc.
http://www.cocos2d-x.org
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef CC_TERRAIN_H
#define CC_TERRAIN_H
@ -29,27 +29,61 @@
#include "renderer/CCCustomCommand.h"
#include "3d/CCAABB.h"
#include "2d/CCCamera.h"
#include "3d/CCRay.h"
#include <vector>
NS_CC_BEGIN
/*
*the maximum amount of the chunkes
**/
/*
* the maximum amount of the chunkes
**/
#define MAX_CHUNKES 256
/*
*Terrain
*use to render outdoor or large scene via heightMap
**/
/*
* Terrain
* Defines a Terrain that is capable of rendering large landscapes from 2D heightmap images.
* Terrains can be constructed from several different internal formats heightmap sources:
* 1. RGB888
* 2. RGBA8888
* 3. Luminance(gray-scale)8
*
* Terrain use TerrainData struct to initialize.the TerrainData struct warp
* all parameters that Terrain initialization need.
* TerrainData provide several handy constructor for users
*
* Surface detail is provided via texture splatting, where multiple Detail texture layers can be added
* along with alpha map to define how different Detail texture blend with each other. These DetailTexture
* can be defined in TerrainData. The number of supported Detail texture is Four. although typically 2-3 levels is
* sufficient. For simple usage ,surface detail also is provided via simple Texture.
*
* Internally, Terrain is divide into smaller, more manageable chunks, which can be culled
* separately for more efficient rendering. The size of the terrain chunks can be controlled
* via the chunkSize property in TerrainData.
*
* Chunks are managed under the QuadTree.As DE FACTO terminal Node of the QuadTree;
* let us cull chunks efficientlly to reduce drawCall amount And reduce the VBOs'Size that pass to the GPU.
*
* Level of detail (LOD) is supported using a technique that is similar to texture mipmapping -- called GeoMapping.
* A distance-to-camera based test used to decide
* the appropriate LOD for a terrain chunk. The number of LOD levels is 0 by default (which
* means only the base level is used),the maxium number of LOD levels is 4. Of course ,you can hack the value individually.
*
* Finally, when LOD is enabled, cracks can begin to appear between terrain Chunks of
* different LOD levels. An acceptable solution might be to simply reduce the lower LOD(high detail,smooth) chunks border,
* And let the higher LOD(rough) chunks to seamlessly connect it.
*
* We can use ray-terrain intersection to pick a point of the terrain;
* Also we can get an arbitrary point of the terrain's height and normal vector for convenience .
**/
class CC_DLL Terrain :public Node{
public:
/*
*DetailMap
*this struct maintain a detail map data ,including source file ,detail size.
*the DetailMap can use for terrain splatting
**/
struct CC_DLL DetailMap{
/*Constructors*/
/*
*DetailMap
*this struct maintain a detail map data ,including source file ,detail size.
*the DetailMap can use for terrain splatting
**/
struct CC_DLL DetailMap{
/*Constructors*/
DetailMap();
DetailMap(const char * detailMapSrc , float size = 35);
/*detail Image source file path*/
@ -58,20 +92,20 @@ public:
float detailMapSize;
};
/*
*TerrainData
*This TerrainData struct warp all parameter that Terrain need to create
*/
struct CC_DLL TerrainData
/*
*TerrainData
*This TerrainData struct warp all parameter that Terrain need to create
*/
struct CC_DLL TerrainData
{
/*Constructors*/
TerrainData();
TerrainData(const char* heightMapsrc ,const char * textureSrc,const Size & chunksize = Size(32,32),float mapHeight = 2,float mapScale = 0.1);
TerrainData(const char* heightMapsrc ,const char * alphamap,const DetailMap& detail1,const DetailMap& detail2,const DetailMap& detail3,const DetailMap& detail4,const Size & chunksize = Size(32,32),float mapHeight = 2,float mapScale = 0.1);
TerrainData(const char* heightMapsrc ,const char * alphamap,const DetailMap& detail1,const DetailMap& detail2,const DetailMap& detail3,const Size & chunksize = Size(32,32),float mapHeight = 2,float mapScale = 0.1);
/*
*deterimine the chunk size,chunk is the minimal subdivision of the Terrain
*/
*deterimine the chunk size,chunk is the minimal subdivision of the Terrain
*/
Size chunkSize;
/*height Map source path*/
std::string heightMapSrc;
@ -83,12 +117,13 @@ public:
float mapHeight;
/*terrain scale factor*/
float mapScale;
int _detailMapAmount;
};
private:
/*
*terrain vertices internal data format
**/
/*
*terrain vertices internal data format
**/
struct TerrainVertexData
{
/*constructor*/
@ -104,18 +139,19 @@ private:
cocos2d::Vec3 normal;
};
/*
*the terminal node of quad, use to subdivision terrain mesh and LOD
**/
/*
*the terminal node of quad, use to subdivision terrain mesh and LOD
**/
struct Chunk
{
/*Constructor*/
Chunk();
~Chunk();
/*vertices*/
std::vector<TerrainVertexData> vertices;
/*LOD indices*/
struct LOD{
std::vector<GLushort> indices;
std::vector<GLushort> indices;
};
GLuint vbo[2];
/*we now have four levels of detail*/
@ -132,11 +168,10 @@ private:
void finish();
/*use linear-sample vertices for LOD mesh*/
void updateVerticesForLOD();
/*calculate the average slope of the chunk*/
void calculateSlope();
/*updateIndices for every frame*/
void updateIndices();
void Terrain::Chunk::calculateSlope();
/*current LOD of the chunk*/
int _currentLod;
/*the left,right,front,back neighbors*/
@ -157,10 +192,10 @@ private:
std::vector<TerrainVertexData> vertices_tmp;
};
/*
*QuadTree
*use to frustum culling and set LOD
**/
/*
*QuadTree
*use to frustum culling and set LOD
**/
struct QuadTree
{
QuadTree(int x,int y,int width,int height,Terrain * terrain);
@ -182,7 +217,6 @@ private:
bool _needDraw;
};
friend QuadTree;
friend Chunk;
public:
@ -191,10 +225,11 @@ public:
void initHeightMap(const char* heightMap);
/*create entry*/
static Terrain * create(TerrainData &parameter);
/*get specified position's height mapping to the terrain*/
float getHeight(float x,float y, float z);
float getHeight(Vec3 pos);
/*get specified position's height mapping to the terrain*/
float getHeight(float x,float z,Vec3 * normal= nullptr);
float getHeight(Vec2 pos,Vec3*Normal = nullptr);
Vec3 getNormal(int pixel_x,int pixel_y);
/*get height from the raw height map*/
float getImageHeight(int pixel_x,int pixel_y);
/*Debug Use only, show the wireline instead of the surface. only support desktop platform*/
@ -205,8 +240,13 @@ public:
void setIsEnableFrustumCull(bool bool_value);
// Overrides, internal use only
virtual void draw(cocos2d::Renderer* renderer, const cocos2d::Mat4 &transform, uint32_t flags) override;
private:
//Ray-Terrain intersection.
Vec3 getIntersectionPoint(const Ray & ray);
void setMaxDetailMapAmount(int max_value);
protected:
Terrain();
virtual ~Terrain();
void onDraw(const Mat4 &transform, uint32_t flags);
//set each chunk's LOD
void setChunksLOD(Vec3 cameraPos);
@ -214,7 +254,7 @@ private:
void loadVertices();
//calculate Normal Line for each Vertex
void calculateNormal();
private:
protected:
TerrainData _terrainData;
bool _isDrawWire;
unsigned char * _data;
@ -225,13 +265,17 @@ private:
GLuint vbo[2];
QuadTree * quad;
int detailSize[4];
Chunk * _chunkesArray[256][256];
Chunk * _chunkesArray[MAX_CHUNKES][MAX_CHUNKES];
std::vector<TerrainVertexData> vertices;
std::vector<GLushort > indices;
int imageWidth;
int imageHeight;
Size _chunkSize;
bool _isEnableFrustumCull;
int _maxDetailMapValue;
cocos2d::Image * _heightMapImage;
Mat4 _oldCameraModelMatrix;
Mat4 _oldTerrrainModelMatrix;
};
NS_CC_END
#endif

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@ -12,4 +12,4 @@
android.library=true
# Project target.
target=android-10
target=android-19

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@ -0,0 +1,487 @@
#include "TerrainTest.h"
Vec3 camera_offset(0,45,60);
#define PLAYER_HEIGHT 0
static std::function<Layer*()> createFunctions[] =
{
CL(TerrainSimple),
CL(TerrainWalkThru),
};
static int sceneIdx = -1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextTerrainTestAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backTerrainTestAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartTerrainTestAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
TerrainSimple::TerrainSimple()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,800);
_camera->setCameraFlag(CameraFlag::USER1);
addChild(_camera);
Terrain::DetailMap r("TerrainTest/dirt.dds"),g("TerrainTest/Grass2.dds"),b("TerrainTest/road.dds"),a("TerrainTest/Grass1.dds");
Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/alphamap.png",r,g,b,a);
_terrain = Terrain::create(data);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(true);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(TerrainSimple::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
TTFConfig ttfConfig("fonts/arial.ttf", 8);
auto label1 = Label::createWithTTF(ttfConfig,"129*129 1 DETAIL MAP 32*32 chunk Size");
auto menuItem1 = MenuItemLabel::create(label1, CC_CALLBACK_1(TerrainSimple::on127x127_1DetailMap32x32Callback,this));
auto label2 = Label::createWithTTF(ttfConfig,"257*257 1 DETAIL MAP 32*32 chunk Size");
auto menuItem2 = MenuItemLabel::create(label2, CC_CALLBACK_1(TerrainSimple::on257x257_1DetailMap32x32Callback,this));
auto label3 = Label::createWithTTF(ttfConfig,"Enable LOD");
auto menuItem3 = MenuItemLabel::create(label3, CC_CALLBACK_1(TerrainSimple::onEnableLODCallback,this));
auto label4 = Label::createWithTTF(ttfConfig,"disable LOD");
auto menuItem4 = MenuItemLabel::create(label4, CC_CALLBACK_1(TerrainSimple::onDisableLODCallback,this));
auto menu = Menu::create(menuItem1, menuItem2,menuItem3,menuItem4, nullptr);
menu->setPosition(Vec2::ZERO);
menuItem1->setPosition( Vec2(0, VisibleRect::top().y-160) );
menuItem1->setAnchorPoint(Vec2(0,0));
menuItem2->setPosition( Vec2(0, VisibleRect::top().y-190) );
menuItem2->setAnchorPoint(Vec2(0,0));
menuItem3->setPosition( Vec2(0, VisibleRect::top().y-210) );
menuItem3->setAnchorPoint(Vec2(0,0));
menuItem4->setPosition( Vec2(0, VisibleRect::top().y-240) );
menuItem4->setAnchorPoint(Vec2(0,0));
addChild(menu, 0);
}
std::string TerrainSimple::title() const
{
return "Simple Terrain";
}
std::string TerrainSimple::subtitle() const
{
return "Drag to walkThru";
}
void TerrainSimple::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
float delta = Director::getInstance()->getDeltaTime();
auto touch = touches[0];
auto location = touch->getLocation();
auto PreviousLocation = touch->getPreviousLocation();
Point newPos = PreviousLocation - location;
Vec3 cameraDir;
Vec3 cameraRightDir;
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
cameraDir.normalize();
cameraDir.y=0;
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
cameraRightDir.normalize();
cameraRightDir.y=0;
Vec3 cameraPos= _camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.5*delta;
cameraPos+=cameraRightDir*newPos.x*0.5*delta;
_camera->setPosition3D(cameraPos);
}
void TerrainSimple::on127x127_1DetailMap32x32Callback(Ref* sender)
{
_terrain->removeFromParent();
Terrain::TerrainData data("TerrainTest/heightMap129.jpg","TerrainTest/sand.jpg");
_terrain = Terrain::create(data);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(true);
}
void TerrainSimple::on257x257_1DetailMap32x32Callback(Ref* sender)
{
_terrain->removeFromParent();
Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg");
_terrain = Terrain::create(data);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(true);
}
void TerrainSimple::onEnableLODCallback(Ref* sender)
{
_terrain->setScale(20);
}
void TerrainSimple::onDisableLODCallback(Ref* sender)
{
_terrain->setScale(1);
}
void TerrainTestScene::runThisTest()
{
auto layer = nextTerrainTestAction();
addChild(layer);
Director::getInstance()->replaceScene(this);
}
void TerrainTestDemo::restartCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild(restartTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void TerrainTestDemo::nextCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild( nextTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void TerrainTestDemo::backCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild( backTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
std::string TerrainTestDemo::title() const
{
return "No title";
}
std::string TerrainTestDemo::subtitle() const
{
return "";
}
void TerrainTestDemo::onEnter()
{
BaseTest::onEnter();
}
TerrainTestDemo::TerrainTestDemo(void)
:BaseTest()
{
}
TerrainTestDemo::~TerrainTestDemo(void)
{
}
std::string TerrainWalkThru::title() const
{
return " ";
}
std::string TerrainWalkThru::subtitle() const
{
return " ";
}
TerrainWalkThru::TerrainWalkThru()
{
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(TerrainWalkThru::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(TerrainWalkThru::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(TerrainWalkThru::onTouchesEnd, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
_camera->setCameraFlag(CameraFlag::USER1);
addChild(_camera);
Terrain::TerrainData a("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg",Size(32,32),3);
_terrain = Terrain::create(a);
_terrain->setScale(20);
_terrain->setCameraMask(2);
_terrain->setDrawWire(false);
_player = Player::create("Sprite3DTest/girl.c3b",_camera,_terrain);
_player->setCameraMask(2);
_player->setScale(0.08);
_player->setPositionY(_terrain->getHeight(_player->getPositionX(),_player->getPositionZ())+PLAYER_HEIGHT);
auto animation = Animation3D::create("Sprite3DTest/girl.c3b","Take 001");
if (animation)
{
auto animate = Animate3D::create(animation);
_player->runAction(RepeatForever::create(animate));
}
_camera->setPosition3D(_player->getPosition3D()+camera_offset);
_camera->setRotation3D(Vec3(-45,0,0));
forward = Label::create("forward","arial",22);
forward->setPosition(0,200);
forward->setAnchorPoint(Vec2(0,0));
backward = Label::create("backward","arial",22);
backward->setPosition(0,250);
backward->setAnchorPoint(Vec2(0,0));
left = Label::create("turn Left","arial",22);
left->setPosition(0,100);
left->setAnchorPoint(Vec2(0,0));
right = Label::create("turn right","arial",22);
right->setPosition(0,150);
right->setAnchorPoint(Vec2(0,0));
addChild(_player);
addChild(_terrain);
}
void TerrainWalkThru::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
float delta = Director::getInstance()->getDeltaTime();
auto touch = touches[0];
auto location = touch->getLocation();
auto PreviousLocation = touch->getPreviousLocation();
Point newPos = PreviousLocation - location;
Vec3 cameraDir;
Vec3 cameraRightDir;
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
cameraDir.normalize();
cameraDir.y=0;
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
cameraRightDir.normalize();
cameraRightDir.y=0;
Vec3 cameraPos= _camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.5*delta;
cameraPos+=cameraRightDir*newPos.x*0.5*delta;
_camera->setPosition3D(cameraPos);
}
void TerrainWalkThru::onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
}
void TerrainWalkThru::onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
auto touch = touches[0];
auto location = touch->getLocationInView();
if(_camera)
{
if(_player)
{
Vec3 nearP(location.x, location.y, 0.0f), farP(location.x, location.y, 1.0f);
auto size = Director::getInstance()->getWinSize();
_camera->unproject(size, &nearP, &nearP);
_camera->unproject(size, &farP, &farP);
Vec3 dir = farP - nearP;
dir.normalize();
Vec3 rayStep = 15*dir;
Vec3 rayPos = nearP;
Vec3 rayStartPosition = nearP;
Vec3 lastRayPosition =rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
float height = _terrain->getHeight(rayPos.x,rayPos.z);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
height = _terrain->getHeight(rayPos.x,rayPos.z);
}
Vec3 startPosition = lastRayPosition;
Vec3 endPosition = rayPos;
for (int i= 0; i< 32; i++)
{
// Binary search pass
Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
if (middlePoint.y < height)
endPosition = middlePoint;
else
startPosition = middlePoint;
}
Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
dir = collisionPoint - _player->getPosition3D();
dir.y = 0;
dir.normalize();
_player->_headingAngle = -1*acos(dir.dot(Vec3(0,0,-1)));
dir.cross(dir,Vec3(0,0,-1),&_player->_headingAxis);
_player->_targetPos=collisionPoint;
_player->forward();
}
}
}
bool Player::isDone() const
{
return false;
}
void Player::update(float dt)
{
auto player = (Sprite3D *)this;
switch (_playerState)
{
case PLAYER_STATE_IDLE:
break;
case PLAYER_STATE_FORWARD:
{
Vec3 curPos= player->getPosition3D();
Vec3 newFaceDir = _targetPos - curPos;
newFaceDir.y = 0.0f;
newFaceDir.normalize();
Vec3 offset = newFaceDir * 25.0f * dt;
curPos+=offset;
player->setPosition3D(curPos);
}
break;
case PLAYER_STATE_BACKWARD:
{
Vec3 forward_vec;
player->getNodeToWorldTransform().getForwardVector(&forward_vec);
forward_vec.normalize();
player->setPosition3D(player->getPosition3D()-forward_vec*15*dt);
}
break;
case PLAYER_STATE_LEFT:
{
player->setRotation3D(player->getRotation3D()+Vec3(0,25*dt,0));
}
break;
case PLAYER_STATE_RIGHT:
{
player->setRotation3D(player->getRotation3D()+Vec3(0,-25*dt,0));
}
break;
default:
break;
}
Vec3 Normal;
float player_h = _terrain->getHeight(player->getPositionX(),player->getPositionZ(),&Normal);
float dot_product = Normal.dot(Vec3(0,1,0));
player->setPositionY(player_h+PLAYER_HEIGHT);
Quaternion q2;
q2.createFromAxisAngle(Vec3(0,1,0),-M_PI,&q2);
Quaternion headingQ;
headingQ.createFromAxisAngle(_headingAxis,_headingAngle,&headingQ);
player->setRotationQuat(headingQ*q2);
auto vec_offset =Vec4(camera_offset.x,camera_offset.y,camera_offset.z,1);
vec_offset = player->getNodeToWorldTransform()*vec_offset;
// _cam->setRotation3D(player->getRotation3D());
_cam->setPosition3D(player->getPosition3D() + camera_offset);
updateState();
}
void Player::turnLeft()
{
_playerState = PLAYER_STATE_LEFT;
}
void Player::turnRight()
{
_playerState = PLAYER_STATE_RIGHT;
}
void Player::idle()
{
_playerState = PLAYER_STATE_IDLE;
}
void Player::forward()
{
_playerState = PLAYER_STATE_FORWARD;
}
void Player::backward()
{
_playerState = PLAYER_STATE_BACKWARD;
}
void Player::updateState()
{
auto player = (Sprite3D * )this;
switch (_playerState)
{
case PLAYER_STATE_FORWARD:
{
Vec2 player_pos =Vec2(player->getPositionX(),player->getPositionZ());
Vec2 targetPos = Vec2(_targetPos.x,_targetPos.z);
auto dist = player_pos.distance(targetPos);
if(dist<1)
{
_playerState = PLAYER_STATE_IDLE;
}
}
break;
default:
break;
}
}
Player * Player::create(const char * file,Camera * cam,Terrain * terrain)
{
//
auto sprite = new (std::nothrow) Player();
if (sprite && sprite->initWithFile(file))
{
sprite->_headingAngle = 0;
sprite->_playerState = PLAYER_STATE_IDLE;
sprite->_cam = cam;
sprite->_terrain = terrain;
sprite->autorelease();
sprite->scheduleUpdate();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}

View File

@ -0,0 +1,99 @@
#ifndef TERRAIN_TESH_H
#include "../testBasic.h"
#include "../BaseTest.h"
#include "3d/CCSprite3D.h"
#include "3d/CCTerrain.h"
#include "2d/CCCamera.h"
#include "2d/CCAction.h"
class TerrainTestScene : public TestScene
{
public:
virtual void runThisTest();
};
class TerrainTestDemo : public BaseTest
{
public:
TerrainTestDemo(void);
virtual ~TerrainTestDemo(void);
void restartCallback(Ref* sender);
void nextCallback(Ref* sender);
void backCallback(Ref* sender);
// overrides
virtual std::string title() const override;
virtual std::string subtitle() const override;
virtual void onEnter() override;
};
class TerrainSimple : public TerrainTestDemo
{
public:
CREATE_FUNC(TerrainSimple);
TerrainSimple();
virtual std::string title() const override;
virtual std::string subtitle() const override;
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
void on127x127_1DetailMap32x32Callback(Ref* sender);
void on257x257_1DetailMap32x32Callback(Ref* sender);
void onEnableLODCallback(Ref* sender);
void onDisableLODCallback(Ref* sender);
Terrain * _terrain;
protected:
Camera * _camera;
};
#define PLAYER_STATE_LEFT 0
#define PLAYER_STATE_RIGHT 1
#define PLAYER_STATE_IDLE 2
#define PLAYER_STATE_FORWARD 3
#define PLAYER_STATE_BACKWARD 4
class Player : public Sprite3D
{
public:
static Player * create(const char * file,Camera * cam,Terrain * terrain);
virtual bool isDone() const;
virtual void update(float dt);
void turnLeft();
void turnRight();
void forward();
void backward();
void idle();
cocos2d::Vec3 _targetPos;
void updateState();
float _headingAngle;
Vec3 _headingAxis;
private:
Terrain * _terrain;
Camera * _cam;
int _playerState;
};
class TerrainWalkThru : public TerrainTestDemo
{
public:
CREATE_FUNC(TerrainWalkThru);
TerrainWalkThru();
virtual std::string title() const override;
virtual std::string subtitle() const override;
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
void onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event);
protected:
Label * forward;
Label * backward;
Label * left;
Label * right;
Camera * _camera;
Terrain * _terrain;
Player * _player;
};
#endif // !TERRAIN_TESH_H

View File

@ -80,6 +80,7 @@ Controller g_aTestNames[] = {
{ "Node: Spine", []() { return new SpineTestScene(); } },
{ "Node: Sprite", [](){return new SpriteTestScene(); } },
{ "Node: Sprite3D", [](){ return new Sprite3DTestScene(); }},
{ "Terrain Test", [](){ return new TerrainTestScene(); }},
{ "Node: TileMap", [](){return new TileMapTestScene(); } },
{ "Node: FastTileMap", [](){return new TileMapTestSceneNew(); } },
{ "Node: Text Input", [](){return new TextInputTestScene(); } },

View File

@ -74,6 +74,7 @@
#include "ReleasePoolTest/ReleasePoolTest.h"
#include "Sprite3DTest/Sprite3DTest.h"
#include "TerrainTest/TerrainTest.h"
#include "Camera3DTest/Camera3DTest.h"
#include "BillBoardTest/BillBoardTest.h"
#include "LightTest/LightTest.h"

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@ -194,7 +194,8 @@ LOCAL_SRC_FILES := main.cpp \
../../Classes/UITest/UITest.cpp \
../../Classes/UserDefaultTest/UserDefaultTest.cpp \
../../Classes/OpenURLTest/OpenURLTest.cpp \
../../Classes/ZwoptexTest/ZwoptexTest.cpp
../../Classes/ZwoptexTest/ZwoptexTest.cpp \
../../Classes/TerrainTest/TerrainTest.cpp
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../Classes \
$(LOCAL_PATH)/../../../..

View File

@ -187,6 +187,7 @@
<ClCompile Include="..\Classes\SpineTest\SpineTest.cpp" />
<ClCompile Include="..\Classes\Sprite3DTest\DrawNode3D.cpp" />
<ClCompile Include="..\Classes\Sprite3DTest\Sprite3DTest.cpp" />
<ClCompile Include="..\Classes\TerrainTest\TerrainTest.cpp" />
<ClCompile Include="..\Classes\TexturePackerEncryptionTest\TextureAtlasEncryptionTest.cpp" />
<ClCompile Include="..\Classes\TileMapTest\TileMapTest2.cpp" />
<ClCompile Include="..\Classes\UITest\CocoStudioGUITest\CocosGUIScene.cpp" />
@ -384,6 +385,7 @@
<ClInclude Include="..\Classes\SpineTest\SpineTest.h" />
<ClInclude Include="..\Classes\Sprite3DTest\DrawNode3D.h" />
<ClInclude Include="..\Classes\Sprite3DTest\Sprite3DTest.h" />
<ClInclude Include="..\Classes\TerrainTest\TerrainTest.h" />
<ClInclude Include="..\Classes\TexturePackerEncryptionTest\TextureAtlasEncryptionTest.h" />
<ClInclude Include="..\Classes\TileMapTest\TileMapTest2.h" />
<ClInclude Include="..\Classes\UITest\CocoStudioGUITest\CocosGUIScene.h" />

View File

@ -346,6 +346,9 @@
<Filter Include="Classes\AllocatorTest">
<UniqueIdentifier>{eed1887a-757e-4625-b21c-bbfcfaa5200f}</UniqueIdentifier>
</Filter>
<Filter Include="Classes\TerrainTest">
<UniqueIdentifier>{3f5069e6-78e5-4388-b614-04c0ea943b4c}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -909,6 +912,9 @@
<ClCompile Include="..\Classes\AllocatorTest\AllocatorTest.cpp">
<Filter>Classes\AllocatorTest</Filter>
</ClCompile>
<ClCompile Include="..\Classes\TerrainTest\TerrainTest.cpp">
<Filter>Classes\TerrainTest</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="main.h">
@ -1670,5 +1676,8 @@
<ClInclude Include="..\Classes\AllocatorTest\AllocatorTest.h">
<Filter>Classes\AllocatorTest</Filter>
</ClInclude>
<ClInclude Include="..\Classes\TerrainTest\TerrainTest.h">
<Filter>Classes\TerrainTest</Filter>
</ClInclude>
</ItemGroup>
</Project>