mirror of https://github.com/axmolengine/axmol.git
Fixing bug
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9affecb0e4
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@ -101,7 +101,7 @@ void BillBoard::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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auto camera = Camera::getVisitingCamera();
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auto camera = Camera::getVisitingCamera();
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const Mat4& camWorldMat = camera->getNodeToWorldTransform();
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const Mat4& camWorldMat = camera->getNodeToWorldTransform();
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if (memcmp(_camWorldMat.m, camWorldMat.m, sizeof(float) * 16) != 0 || memcmp(_transform.m, transform.m, sizeof(float) * 16) != 0 || _modeDirty)
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if (memcmp(_camWorldMat.m, camWorldMat.m, sizeof(float) * 16) != 0 || memcmp(_mvTransform.m, transform.m, sizeof(float) * 16) != 0 || _modeDirty)
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{
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{
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Vec3 camDir;
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Vec3 camDir;
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switch (_mode)
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switch (_mode)
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@ -124,24 +124,38 @@ void BillBoard::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
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}
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}
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camDir.normalize();
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camDir.normalize();
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static Vec3 upAxis(0.0f, 1.0f, 0.0f);
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//static Vec3 upAxis(0.0f, 1.0f, 0.0f);
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Vec3 x, y;
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//Vec3 x, y;
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camWorldMat.transformVector(upAxis, &y);
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//camWorldMat.transformVector(upAxis, &y);
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Vec3::cross(camDir, y, &x);
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//Vec3::cross(camDir, y, &x);
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x.normalize();
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//x.normalize();
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Vec3::cross(x, camDir, &y);
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//Vec3::cross(x, camDir, &y);
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float xlen = sqrtf(transform.m[0] * transform.m[0] + transform.m[1] * transform.m[1] + transform.m[2] * transform.m[2]);
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//float xlen = sqrtf(transform.m[0] * transform.m[0] + transform.m[1] * transform.m[1] + transform.m[2] * transform.m[2]);
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float ylen = sqrtf(transform.m[4] * transform.m[4] + transform.m[5] * transform.m[5] + transform.m[6] * transform.m[6]);
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//float ylen = sqrtf(transform.m[4] * transform.m[4] + transform.m[5] * transform.m[5] + transform.m[6] * transform.m[6]);
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float zlen = sqrtf(transform.m[8] * transform.m[8] + transform.m[9] * transform.m[9] + transform.m[10] * transform.m[10]);
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//float zlen = sqrtf(transform.m[8] * transform.m[8] + transform.m[9] * transform.m[9] + transform.m[10] * transform.m[10]);
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_billboardTransform.m[0] = x.x * xlen; _billboardTransform.m[1] = x.y * xlen; _billboardTransform.m[2] = x.z * xlen;
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//_billboardTransform.m[0] = x.x * xlen; _billboardTransform.m[1] = x.y * xlen; _billboardTransform.m[2] = x.z * xlen;
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_billboardTransform.m[4] = y.x * ylen; _billboardTransform.m[5] = y.y * ylen; _billboardTransform.m[6] = y.z * ylen;
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//_billboardTransform.m[4] = y.x * ylen; _billboardTransform.m[5] = y.y * ylen; _billboardTransform.m[6] = y.z * ylen;
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_billboardTransform.m[8] = -camDir.x * zlen; _billboardTransform.m[9] = -camDir.y * zlen; _billboardTransform.m[10] = -camDir.z * zlen;
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//_billboardTransform.m[8] = -camDir.x * zlen; _billboardTransform.m[9] = -camDir.y * zlen; _billboardTransform.m[10] = -camDir.z * zlen;
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_billboardTransform.m[12] = transform.m[12]; _billboardTransform.m[13] = transform.m[13]; _billboardTransform.m[14] = transform.m[14];
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//_billboardTransform.m[12] = transform.m[12]; _billboardTransform.m[13] = transform.m[13]; _billboardTransform.m[14] = transform.m[14];
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_transformDirty = true;
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Mat4 parentToWorld = transform * getNodeToParentTransform().getInversed();
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Mat4 v = camera->getViewMatrix();
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v.inverse();
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v.m[12] = v.m[13] = v.m[14] = 0.0f;
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Vec3 scl, pos;
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_transform.getScale(&scl);
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_transform.getTranslation(&pos);
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Mat4 sclMat, posMat;
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Mat4::createScale(scl, &sclMat);
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Mat4::createTranslation(pos, &posMat);
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_billboardTransform = posMat * v * sclMat;
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_billboardTransform = parentToWorld * _billboardTransform;
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const Mat4 &viewMat = camWorldMat.getInversed();
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const Mat4 &viewMat = camWorldMat.getInversed();
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_zDepthInView = -(viewMat.m[2] * transform.m[12] + viewMat.m[6] * transform.m[13] + viewMat.m[10] * transform.m[14] + viewMat.m[14]);
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_zDepthInView = -(viewMat.m[2] * transform.m[12] + viewMat.m[6] * transform.m[13] + viewMat.m[10] * transform.m[14] + viewMat.m[14]);
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_transform = transform;
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_mvTransform = transform;
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_camWorldMat = camWorldMat;
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_camWorldMat = camWorldMat;
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}
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}
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@ -99,7 +99,7 @@ CC_CONSTRUCTOR_ACCESS:
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protected:
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protected:
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Mat4 _camWorldMat;
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Mat4 _camWorldMat;
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Mat4 _transform;
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Mat4 _mvTransform;
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Mat4 _billboardTransform;
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Mat4 _billboardTransform;
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float _zDepthInView;
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float _zDepthInView;
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@ -90,31 +90,41 @@ BillBoardTest::BillBoardTest()
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_layerBillBorad->addChild(_camera);
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_layerBillBorad->addChild(_camera);
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}
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}
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std::string imgs[3] = {"Images/Icon.png", "Images/r2.png"};
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//std::string imgs[3] = {"Images/Icon.png", "Images/r2.png"};
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for (unsigned int i = 0; i < 4; ++i)
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//for (unsigned int i = 0; i < 4; ++i)
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{
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//{
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Layer *layer = Layer::create();
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// Layer *layer = Layer::create();
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auto billboard = BillBoard::create(imgs[(unsigned int)(CCRANDOM_0_1() * 1 + 0.5)]);
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// auto billboard = BillBoard::create(imgs[(unsigned int)(CCRANDOM_0_1() * 1 + 0.5)]);
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billboard->setScale(0.5f);
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// billboard->setScale(0.5f);
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billboard->setPosition3D(Vec3(0.0f, 0.0f, CCRANDOM_MINUS1_1() * 150.0f));
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// billboard->setPosition3D(Vec3(0.0f, 0.0f, CCRANDOM_MINUS1_1() * 150.0f));
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billboard->setBlendFunc(cocos2d::BlendFunc::ALPHA_NON_PREMULTIPLIED);
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// billboard->setBlendFunc(cocos2d::BlendFunc::ALPHA_NON_PREMULTIPLIED);
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billboard->setOpacity(CCRANDOM_0_1() * 128 + 128);
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// billboard->setOpacity(CCRANDOM_0_1() * 128 + 128);
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_billboards.push_back(billboard);
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// _billboards.push_back(billboard);
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layer->addChild(billboard);
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// layer->addChild(billboard);
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_layerBillBorad->addChild(layer);
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// _layerBillBorad->addChild(layer);
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layer->runAction( RepeatForever::create( RotateBy::create( CCRANDOM_0_1(), Vec3(0.0f, 45.0f, 0.0f) ) ) );
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// layer->runAction( RepeatForever::create( RotateBy::create( CCRANDOM_0_1(), Vec3(0.0f, 45.0f, 0.0f) ) ) );
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}
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//}
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addNewBillBoradWithCoords(Vec3(20,5,0));
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{
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addNewBillBoradWithCoords(Vec3(60,5,0));
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auto sprite = Sprite3D::create("Sprite3DTest/orc.c3t");
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addNewBillBoradWithCoords(Vec3(100,5,0));
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auto billboard = BillBoard::create("Images/Icon.png");
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addNewBillBoradWithCoords(Vec3(140,5,0));
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billboard->setScale(0.5f);
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addNewBillBoradWithCoords(Vec3(180,5,0));
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sprite->addChild(billboard);
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addNewAniBillBoradWithCoords(Vec3(-20,0,0));
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sprite->runAction( RepeatForever::create( RotateBy::create( 10.0f, Vec3(0.0f, 360.0f, 0.0f) ) ) );
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addNewAniBillBoradWithCoords(Vec3(-60,0,0));
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_billboards.push_back(billboard);
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addNewAniBillBoradWithCoords(Vec3(-100,0,0));
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_layerBillBorad->addChild(sprite);
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addNewAniBillBoradWithCoords(Vec3(-140,0,0));
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}
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addNewAniBillBoradWithCoords(Vec3(-180,0,0));
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//addNewBillBoradWithCoords(Vec3(20,5,0));
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//addNewBillBoradWithCoords(Vec3(60,5,0));
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//addNewBillBoradWithCoords(Vec3(100,5,0));
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//addNewBillBoradWithCoords(Vec3(140,5,0));
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//addNewBillBoradWithCoords(Vec3(180,5,0));
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//addNewAniBillBoradWithCoords(Vec3(-20,0,0));
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//addNewAniBillBoradWithCoords(Vec3(-60,0,0));
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//addNewAniBillBoradWithCoords(Vec3(-100,0,0));
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//addNewAniBillBoradWithCoords(Vec3(-140,0,0));
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//addNewAniBillBoradWithCoords(Vec3(-180,0,0));
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_camera->setPosition3D(Vec3(0, 130, 230));
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_camera->setPosition3D(Vec3(0, 130, 230));
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_camera->lookAt(Vec3(0,0,100), Vec3(0,1,0));
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_camera->lookAt(Vec3(0,0,100), Vec3(0,1,0));
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