mirror of https://github.com/axmolengine/axmol.git
commit
f2f8035724
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@ -3071,6 +3083,12 @@
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@ -5237,6 +5255,12 @@
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B6105175199CB1A600DC41CE /* CCAABB.cpp */,
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||||
B6105177199CB1A600DC41CE /* CCOBB.cpp */,
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||||
B6105178199CB1A600DC41CE /* CCOBB.h */,
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||||
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||||
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||||
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||||
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||||
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@ -5342,6 +5366,7 @@
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||||
B6105185199CB1A600DC41CE /* CCRay.h in Headers */,
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||||
1A5701A3180BCB590088DEC7 /* CCFontAtlas.h in Headers */,
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||||
1A01C68618F57BE800EFE3A6 /* CCArray.h in Headers */,
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||||
1A5701A7180BCB590088DEC7 /* CCFontAtlasCache.h in Headers */,
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@ -5370,6 +5395,7 @@
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|||
1A5701FD180BCBAD0088DEC7 /* CCMenuItem.h in Headers */,
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||||
1A570204180BCBD40088DEC7 /* CCClippingNode.h in Headers */,
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||||
1A01C6A618F58F7500EFE3A6 /* CCNotificationCenter.h in Headers */,
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||||
B6105181199CB1A600DC41CE /* CCOBB.h in Headers */,
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||||
1A57020A180BCBDF0088DEC7 /* CCMotionStreak.h in Headers */,
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||||
1A570212180BCBF40088DEC7 /* CCProgressTimer.h in Headers */,
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||||
1A570216180BCBF40088DEC7 /* CCRenderTexture.h in Headers */,
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@ -5493,6 +5519,7 @@
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50ABBDB31925AB4100A911A9 /* ccShaders.h in Headers */,
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||||
50ABBDAB1925AB4100A911A9 /* CCRenderCommandPool.h in Headers */,
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||||
5034CA45191D591100CE6051 /* ccShader_Label_outline.frag in Headers */,
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||||
B610517D199CB1A600DC41CE /* CCAABB.h in Headers */,
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||||
50ABBEB11925AB6F00A911A9 /* CCUserDefault.h in Headers */,
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||||
50ABBEC71925AB6F00A911A9 /* etc1.h in Headers */,
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||||
50ABBEA91925AB6F00A911A9 /* CCTouch.h in Headers */,
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||||
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@ -5759,6 +5786,7 @@
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|||
50ABC00C1926664800A911A9 /* CCDevice.h in Headers */,
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||||
1A570205180BCBD40088DEC7 /* CCClippingNode.h in Headers */,
|
||||
5034CA34191D591100CE6051 /* ccShader_PositionTexture_uColor.frag in Headers */,
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||||
B6105182199CB1A600DC41CE /* CCOBB.h in Headers */,
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||||
50ABBEA21925AB6F00A911A9 /* CCScheduler.h in Headers */,
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||||
1A57020B180BCBDF0088DEC7 /* CCMotionStreak.h in Headers */,
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||||
1A570213180BCBF40088DEC7 /* CCProgressTimer.h in Headers */,
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||||
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@ -5856,6 +5884,7 @@
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|||
50ABBE821925AB6F00A911A9 /* CCEventType.h in Headers */,
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||||
1AAF5852180E40B9000584C8 /* LocalStorage.h in Headers */,
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||||
50ABBD471925AB0000A911A9 /* CCVertex.h in Headers */,
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||||
B6105186199CB1A600DC41CE /* CCRay.h in Headers */,
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||||
1A9DCA2A180E6955007A3AD4 /* CCGLBufferedNode.h in Headers */,
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||||
1A01C69F18F57BE800EFE3A6 /* CCString.h in Headers */,
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||||
464AD6E8197EBB1400E502D8 /* pvr.h in Headers */,
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||||
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@ -5871,6 +5900,7 @@
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|||
B276EF641988D1D500CD400F /* CCVertexIndexBuffer.h in Headers */,
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||||
ED9C6A9718599AD8000A5232 /* CCNodeGrid.h in Headers */,
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||||
50ABC0201926664800A911A9 /* CCThread.h in Headers */,
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||||
B610517E199CB1A600DC41CE /* CCAABB.h in Headers */,
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||||
1A01C69318F57BE800EFE3A6 /* CCDouble.h in Headers */,
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||||
50ABBE221925AB6F00A911A9 /* atitc.h in Headers */,
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||||
3EA47873195478E00068D9D1 /* CCBundleReader.h in Headers */,
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||||
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@ -6793,6 +6823,7 @@
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|||
46A170ED1807CECA005B8026 /* CCPhysicsShape.cpp in Sources */,
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||||
50ABBE991925AB6F00A911A9 /* CCRef.cpp in Sources */,
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||||
ED9C6A9418599AD8000A5232 /* CCNodeGrid.cpp in Sources */,
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||||
B610517F199CB1A600DC41CE /* CCOBB.cpp in Sources */,
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||||
46A170E61807CECA005B8026 /* CCPhysicsBody.cpp in Sources */,
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||||
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||||
50ABBD501925AB0000A911A9 /* Quaternion.cpp in Sources */,
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@ -6910,6 +6941,7 @@
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1A01C69C18F57BE800EFE3A6 /* CCString.cpp in Sources */,
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||||
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||||
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||||
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||||
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||||
1A570354180BD0B00088DEC7 /* ioapi.cpp in Sources */,
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@ -6920,6 +6952,7 @@
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50ABBE831925AB6F00A911A9 /* ccFPSImages.c in Sources */,
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||||
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||||
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||||
B610517B199CB1A600DC41CE /* CCAABB.cpp in Sources */,
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||||
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||||
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||||
B29594C61926D61F003EEF37 /* CCObjLoader.cpp in Sources */,
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||||
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@ -7142,7 +7175,9 @@
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1A570072180BC5A10088DEC7 /* CCActionGrid.cpp in Sources */,
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||||
50ABBE621925AB6F00A911A9 /* CCEventListenerAcceleration.cpp in Sources */,
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||||
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||||
B6105180199CB1A600DC41CE /* CCOBB.cpp in Sources */,
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||||
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||||
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||||
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||||
50ABBE6E1925AB6F00A911A9 /* CCEventListenerKeyboard.cpp in Sources */,
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||||
50ABBE461925AB6F00A911A9 /* CCEvent.cpp in Sources */,
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||||
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@ -7296,6 +7331,7 @@
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|||
50ABBE4A1925AB6F00A911A9 /* CCEventAcceleration.cpp in Sources */,
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||||
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||||
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||||
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||||
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||||
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@ -962,6 +962,8 @@
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|||
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@ -3651,6 +3653,8 @@
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||||
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@ -7882,6 +7886,8 @@
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|||
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||||
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@ -9138,6 +9144,7 @@
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|||
29080DC3191B595E0066F8DF /* UIScene.cpp in Sources */,
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||||
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||||
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||||
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||||
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||||
1AC35C3318CECF0C00F37B72 /* PerformanceScenarioTest.cpp in Sources */,
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||||
1AC35C5918CECF0C00F37B72 /* TextureAtlasEncryptionTest.cpp in Sources */,
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||||
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@ -9232,6 +9239,7 @@
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|||
29080DB4191B595E0066F8DF /* UILayoutTest_Editor.cpp in Sources */,
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||||
1AC35C4E18CECF0C00F37B72 /* SpineTest.cpp in Sources */,
|
||||
1AC35C1E18CECF0C00F37B72 /* NewRendererTest.cpp in Sources */,
|
||||
5EBEECB11995247000429821 /* DrawNode3D.cpp in Sources */,
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||||
1AC35B6818CECF0C00F37B72 /* AnimationsTestLayer.cpp in Sources */,
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||||
29080D8E191B595E0066F8DF /* CocosGUIScene.cpp in Sources */,
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||||
1AC35BFA18CECF0C00F37B72 /* WebSocketTest.cpp in Sources */,
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||||
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|
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@ -183,6 +183,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\win32-specific\gles\prebuilt\*.*" "$(Ou
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<ClCompile Include="..\..\external\unzip\ioapi.cpp" />
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||||
<ClCompile Include="..\..\external\unzip\unzip.cpp" />
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||||
<ClCompile Include="..\..\external\xxhash\xxhash.c" />
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||||
<ClCompile Include="..\3d\CCAABB.cpp" />
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||||
<ClCompile Include="..\3d\CCAnimate3D.cpp" />
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||||
<ClCompile Include="..\3d\CCAnimation3D.cpp" />
|
||||
<ClCompile Include="..\3d\CCAttachNode.cpp" />
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||||
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@ -190,7 +191,9 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\win32-specific\gles\prebuilt\*.*" "$(Ou
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<ClCompile Include="..\3d\CCBundleReader.cpp" />
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||||
<ClCompile Include="..\3d\CCMesh.cpp" />
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||||
<ClCompile Include="..\3d\CCMeshSkin.cpp" />
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||||
<ClCompile Include="..\3d\CCOBB.cpp" />
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||||
<ClCompile Include="..\3d\CCObjLoader.cpp" />
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||||
<ClCompile Include="..\3d\CCRay.cpp" />
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||||
<ClCompile Include="..\3d\CCSkeleton3D.cpp" />
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||||
<ClCompile Include="..\3d\CCSprite3D.cpp" />
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||||
<ClCompile Include="..\3d\CCSprite3DMaterial.cpp" />
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||||
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@ -374,6 +377,7 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\win32-specific\gles\prebuilt\*.*" "$(Ou
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<ClInclude Include="..\..\external\unzip\ioapi.h" />
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||||
<ClInclude Include="..\..\external\unzip\unzip.h" />
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||||
<ClInclude Include="..\..\external\xxhash\xxhash.h" />
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||||
<ClInclude Include="..\3d\CCAABB.h" />
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||||
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||||
<ClInclude Include="..\3d\CCAnimation3D.h" />
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||||
<ClInclude Include="..\3d\CCAnimationCurve.h" />
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||||
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@ -383,7 +387,9 @@ xcopy /Y /Q "$(ProjectDir)..\..\external\win32-specific\gles\prebuilt\*.*" "$(Ou
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|||
<ClInclude Include="..\3d\CCBundleReader.h" />
|
||||
<ClInclude Include="..\3d\CCMesh.h" />
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||||
<ClInclude Include="..\3d\CCMeshSkin.h" />
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<ClInclude Include="..\3d\CCOBB.h" />
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||||
<ClInclude Include="..\3d\CCObjLoader.h" />
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||||
<ClInclude Include="..\3d\CCRay.h" />
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||||
<ClInclude Include="..\3d\CCSkeleton3D.h" />
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||||
<ClInclude Include="..\3d\CCSprite3D.h" />
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||||
<ClInclude Include="..\3d\CCSprite3DMaterial.h" />
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="physics">
|
||||
|
@ -613,6 +613,15 @@
|
|||
<ClCompile Include="..\base\CCCamera.cpp">
|
||||
<Filter>base</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\3d\CCAABB.cpp">
|
||||
<Filter>3d</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\3d\CCOBB.cpp">
|
||||
<Filter>3d</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\3d\CCRay.cpp">
|
||||
<Filter>3d</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\renderer\CCPrimitive.cpp">
|
||||
<Filter>renderer</Filter>
|
||||
</ClCompile>
|
||||
|
@ -1261,6 +1270,15 @@
|
|||
<ClInclude Include="..\base\CCCamera.h">
|
||||
<Filter>base</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\3d\CCAABB.h">
|
||||
<Filter>3d</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\3d\CCOBB.h">
|
||||
<Filter>3d</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\3d\CCRay.h">
|
||||
<Filter>3d</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\renderer\CCPrimitive.h">
|
||||
<Filter>renderer</Filter>
|
||||
</ClInclude>
|
||||
|
|
|
@ -0,0 +1,184 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#include "3d/CCAABB.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
AABB::AABB()
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
AABB::AABB(const Vec3& min, const Vec3& max)
|
||||
{
|
||||
set(min, max);
|
||||
}
|
||||
|
||||
AABB::AABB(const AABB& box)
|
||||
{
|
||||
set(box._min,box._max);
|
||||
}
|
||||
|
||||
Vec3 AABB::getCenter()
|
||||
{
|
||||
Vec3 center;
|
||||
center.x = 0.5f*(_min.x+_max.x);
|
||||
center.y = 0.5f*(_min.y+_max.y);
|
||||
center.z = 0.5f*(_min.z+_max.z);
|
||||
|
||||
return center;
|
||||
}
|
||||
|
||||
void AABB::getCorners(Vec3 *dst) const
|
||||
{
|
||||
assert(dst);
|
||||
|
||||
// Near face, specified counter-clockwise looking towards the origin from the positive z-axis.
|
||||
// Left-top-front.
|
||||
dst[0].set(_min.x, _max.y, _max.z);
|
||||
// Left-bottom-front.
|
||||
dst[1].set(_min.x, _min.y, _max.z);
|
||||
// Right-bottom-front.
|
||||
dst[2].set(_max.x, _min.y, _max.z);
|
||||
// Right-top-front.
|
||||
dst[3].set(_max.x, _max.y, _max.z);
|
||||
|
||||
// Far face, specified counter-clockwise looking towards the origin from the negative z-axis.
|
||||
// Right-top-back.
|
||||
dst[4].set(_max.x, _max.y, _min.z);
|
||||
// Right-bottom-back.
|
||||
dst[5].set(_max.x, _min.y, _min.z);
|
||||
// Left-bottom-back.
|
||||
dst[6].set(_min.x, _min.y, _min.z);
|
||||
// Left-top-back.
|
||||
dst[7].set(_min.x, _max.y, _min.z);
|
||||
}
|
||||
|
||||
bool AABB::intersects(const AABB& aabb) const
|
||||
{
|
||||
return ((_min.x >= aabb._min.x && _min.x <= aabb._max.x) || (aabb._min.x >= _min.x && aabb._min.x <= _max.x)) &&
|
||||
((_min.y >= aabb._min.y && _min.y <= aabb._max.y) || (aabb._min.y >= _min.y && aabb._min.y <= _max.y)) &&
|
||||
((_min.z >= aabb._min.z && _min.z <= aabb._max.z) || (aabb._min.z >= _min.z && aabb._min.z <= _max.z));
|
||||
}
|
||||
|
||||
bool AABB::containPoint(const Vec3& point) const
|
||||
{
|
||||
if (point.x < _min.x) return false;
|
||||
if (point.y < _min.y) return false;
|
||||
if (point.z < _min.z) return false;
|
||||
if (point.x > _max.x) return false;
|
||||
if (point.y > _max.y) return false;
|
||||
if (point.z > _max.z) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void AABB::merge(const AABB& box)
|
||||
{
|
||||
// Calculate the new minimum point.
|
||||
_min.x = std::min(_min.x, box._min.x);
|
||||
_min.y = std::min(_min.y, box._min.y);
|
||||
_min.z = std::min(_min.z, box._min.z);
|
||||
|
||||
// Calculate the new maximum point.
|
||||
_max.x = std::max(_max.x, box._max.x);
|
||||
_max.y = std::max(_max.y, box._max.y);
|
||||
_max.z = std::max(_max.z, box._max.z);
|
||||
}
|
||||
|
||||
void AABB::set(const Vec3& min, const Vec3& max)
|
||||
{
|
||||
this->_min = min;
|
||||
this->_max = max;
|
||||
}
|
||||
|
||||
void AABB::reset()
|
||||
{
|
||||
_min.set(99999.0f, 99999.0f, 99999.0f);
|
||||
_max.set(-99999.0f, -99999.0f, -99999.0f);
|
||||
}
|
||||
|
||||
void AABB::updateMinMax(const Vec3* point, ssize_t num)
|
||||
{
|
||||
for (ssize_t i = 0; i < num; i++)
|
||||
{
|
||||
// Leftmost point.
|
||||
if (point[i].x < _min.x)
|
||||
_min.x = point[i].x;
|
||||
|
||||
// Lowest point.
|
||||
if (point[i].y < _min.y)
|
||||
_min.y = point[i].y;
|
||||
|
||||
// Farthest point.
|
||||
if (point[i].z < _min.z)
|
||||
_min.z = point[i].z;
|
||||
|
||||
// Rightmost point.
|
||||
if (point[i].x > _max.x)
|
||||
_max.x = point[i].x;
|
||||
|
||||
// Highest point.
|
||||
if (point[i].y > _max.y)
|
||||
_max.y = point[i].y;
|
||||
|
||||
// Nearest point.
|
||||
if (point[i].z > _max.z)
|
||||
_max.z = point[i].z;
|
||||
}
|
||||
}
|
||||
|
||||
void AABB::transform(const Mat4& mat)
|
||||
{
|
||||
Vec3 corners[8];
|
||||
// Near face, specified counter-clockwise
|
||||
// Left-top-front.
|
||||
corners[0].set(_min.x, _max.y, _max.z);
|
||||
// Left-bottom-front.
|
||||
corners[1].set(_min.x, _min.y, _max.z);
|
||||
// Right-bottom-front.
|
||||
corners[2].set(_max.x, _min.y, _max.z);
|
||||
// Right-top-front.
|
||||
corners[3].set(_max.x, _max.y, _max.z);
|
||||
|
||||
// Far face, specified clockwise
|
||||
// Right-top-back.
|
||||
corners[4].set(_max.x, _max.y, _min.z);
|
||||
// Right-bottom-back.
|
||||
corners[5].set(_max.x, _min.y, _min.z);
|
||||
// Left-bottom-back.
|
||||
corners[6].set(_min.x, _min.y, _min.z);
|
||||
// Left-top-back.
|
||||
corners[7].set(_min.x, _max.y, _min.z);
|
||||
|
||||
// Transform the corners, recalculate the min and max points along the way.
|
||||
for (int i = 0; i < 8; i++)
|
||||
mat.transformPoint(&corners[i]);
|
||||
|
||||
reset();
|
||||
|
||||
updateMinMax(corners, 8);
|
||||
}
|
||||
|
||||
NS_CC_END
|
|
@ -0,0 +1,114 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef __CC_AABB_H__
|
||||
#define __CC_AABB_H__
|
||||
|
||||
#include "base/ccMacros.h"
|
||||
#include "math/CCMath.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
class CC_DLL AABB
|
||||
{
|
||||
|
||||
public:
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
AABB();
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
AABB(const Vec3& min, const Vec3& max);
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
AABB(const AABB& box);
|
||||
|
||||
/**
|
||||
* Gets the center point of the bounding box.
|
||||
*/
|
||||
Vec3 getCenter();
|
||||
|
||||
/* Near face, specified counter-clockwise looking towards the origin from the positive z-axis.
|
||||
* verts[0] : left top front
|
||||
* verts[1] : left bottom front
|
||||
* verts[2] : right bottom front
|
||||
* verts[3] : right top front
|
||||
*
|
||||
* Far face, specified counter-clockwise looking towards the origin from the negative z-axis.
|
||||
* verts[4] : right top back
|
||||
* verts[5] : right bottom back
|
||||
* verts[6] : left bottom back
|
||||
* verts[7] : left top back
|
||||
*/
|
||||
void getCorners(Vec3 *dst) const;
|
||||
|
||||
/**
|
||||
* Tests whether this bounding box intersects the specified bounding object.
|
||||
*/
|
||||
bool intersects(const AABB& aabb) const;
|
||||
|
||||
/**
|
||||
* check whether the point is in.
|
||||
*/
|
||||
bool containPoint(const Vec3& point) const;
|
||||
|
||||
/**
|
||||
* Sets this bounding box to the smallest bounding box
|
||||
* that contains both this bounding object and the specified bounding box.
|
||||
*/
|
||||
void merge(const AABB& box);
|
||||
|
||||
/**
|
||||
* Sets this bounding box to the specified values.
|
||||
*/
|
||||
void set(const Vec3& min, const Vec3& max);
|
||||
|
||||
/**
|
||||
* reset min and max value.
|
||||
*/
|
||||
void reset();
|
||||
|
||||
/**
|
||||
* update the _min and _max from the given point.
|
||||
*/
|
||||
void updateMinMax(const Vec3* point, ssize_t num);
|
||||
|
||||
/**
|
||||
* Transforms the bounding box by the given transformation matrix.
|
||||
*/
|
||||
void transform(const Mat4& mat);
|
||||
|
||||
public:
|
||||
Vec3 _min;
|
||||
Vec3 _max;
|
||||
};
|
||||
|
||||
NS_CC_END
|
||||
|
||||
#endif
|
|
@ -207,6 +207,9 @@ bool Mesh::init(const std::vector<float>& positions, const std::vector<float>& n
|
|||
buildSubMeshes();
|
||||
|
||||
buildBuffer();
|
||||
|
||||
calOriginAABB(positions, 3);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -220,6 +223,10 @@ bool Mesh::init(const std::vector<float>& vertices, int vertexSizeInFloat, const
|
|||
buildSubMeshes();
|
||||
|
||||
buildBuffer();
|
||||
|
||||
unsigned int perVertexSize = _renderdata.calVertexSizeBytes() / sizeof(float);
|
||||
calOriginAABB(vertices, perVertexSize);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -245,6 +252,16 @@ void Mesh::cleanAndFreeBuffers()
|
|||
}
|
||||
}
|
||||
|
||||
void Mesh::calOriginAABB(const std::vector<float>& vertices, unsigned int stride)
|
||||
{
|
||||
ssize_t vertexNum = vertices.size() / stride;
|
||||
for(unsigned int i = 0; i < vertexNum; i++)
|
||||
{
|
||||
Vec3 point = Vec3(vertices[i * stride], vertices[i * stride + 1], vertices[i * stride + 2]);
|
||||
_originAABB.updateMinMax(&point, 1);
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::buildBuffer()
|
||||
{
|
||||
cleanAndFreeBuffers();
|
||||
|
@ -273,6 +290,11 @@ void Mesh::restore()
|
|||
buildBuffer();
|
||||
}
|
||||
|
||||
const AABB& Mesh::getOriginAABB() const
|
||||
{
|
||||
return _originAABB;
|
||||
}
|
||||
|
||||
/**
|
||||
* MeshCache
|
||||
*/
|
||||
|
|
|
@ -37,6 +37,9 @@
|
|||
#include "math/CCMath.h"
|
||||
#include "renderer/CCGLProgram.h"
|
||||
|
||||
#include "CCAABB.h"
|
||||
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
class EventListenerCustom;
|
||||
|
@ -121,6 +124,9 @@ public:
|
|||
/**build vertex buffer from renderdata*/
|
||||
void restore();
|
||||
|
||||
/** get origin aabb that calculate from vertices*/
|
||||
const AABB& getOriginAABB() const;
|
||||
|
||||
/**to be deprecated, those functions have been moved to SubMesh*/
|
||||
/** get primitive type*/
|
||||
CC_DEPRECATED_ATTRIBUTE PrimitiveType getPrimitiveType() const { return _subMeshes.at(0)->getPrimitiveType(); }
|
||||
|
@ -147,12 +153,21 @@ CC_CONSTRUCTOR_ACCESS:
|
|||
void buildBuffer();
|
||||
/**free buffer*/
|
||||
void cleanAndFreeBuffers();
|
||||
|
||||
/*
|
||||
* calculate AABB by origin vertices
|
||||
* @param the vertices list
|
||||
* @param stride the stride between two vertex's position data.
|
||||
*/
|
||||
void calOriginAABB(const std::vector<float>& vertices, unsigned int stride);
|
||||
|
||||
protected:
|
||||
GLuint _vertexBuffer;
|
||||
Vector<SubMesh*> _subMeshes;
|
||||
|
||||
RenderMeshData _renderdata;
|
||||
|
||||
AABB _originAABB;
|
||||
};
|
||||
|
||||
/**
|
||||
|
|
|
@ -0,0 +1,452 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#include "3d/CCOBB.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
#define ROTATE(a,i,j,k,l) g=a.m[i + 4 * j]; h=a.m[k + 4 * l]; a.m[i + 4 * j]=(float)(g-s*(h+g*tau)); a.m[k + 4 * l]=(float)(h+s*(g-h*tau));
|
||||
|
||||
static Mat4 _getConvarianceMatrix(const Vec3* vertPos, int vertCount)
|
||||
{
|
||||
int i;
|
||||
Mat4 Cov;
|
||||
|
||||
double S1[3];
|
||||
double S2[3][3];
|
||||
|
||||
S1[0] = S1[1] = S1[2] = 0.0;
|
||||
S2[0][0] = S2[1][0] = S2[2][0] = 0.0;
|
||||
S2[0][1] = S2[1][1] = S2[2][1] = 0.0;
|
||||
S2[0][2] = S2[1][2] = S2[2][2] = 0.0;
|
||||
|
||||
// get center of mass
|
||||
for(i=0; i<vertCount; i++)
|
||||
{
|
||||
S1[0] += vertPos[i].x;
|
||||
S1[1] += vertPos[i].y;
|
||||
S1[2] += vertPos[i].z;
|
||||
|
||||
S2[0][0] += vertPos[i].x * vertPos[i].x;
|
||||
S2[1][1] += vertPos[i].y * vertPos[i].y;
|
||||
S2[2][2] += vertPos[i].z * vertPos[i].z;
|
||||
S2[0][1] += vertPos[i].x * vertPos[i].y;
|
||||
S2[0][2] += vertPos[i].x * vertPos[i].z;
|
||||
S2[1][2] += vertPos[i].y * vertPos[i].z;
|
||||
}
|
||||
|
||||
float n = (float)vertCount;
|
||||
// now get covariances
|
||||
Cov.m[0] = (float)(S2[0][0] - S1[0]*S1[0] / n) / n;
|
||||
Cov.m[5] = (float)(S2[1][1] - S1[1]*S1[1] / n) / n;
|
||||
Cov.m[10] = (float)(S2[2][2] - S1[2]*S1[2] / n) / n;
|
||||
Cov.m[4] = (float)(S2[0][1] - S1[0]*S1[1] / n) / n;
|
||||
Cov.m[9] = (float)(S2[1][2] - S1[1]*S1[2] / n) / n;
|
||||
Cov.m[8] = (float)(S2[0][2] - S1[0]*S1[2] / n) / n;
|
||||
Cov.m[1] = Cov.m[4];
|
||||
Cov.m[2] = Cov.m[8];
|
||||
Cov.m[6] = Cov.m[9];
|
||||
|
||||
return Cov;
|
||||
}
|
||||
|
||||
static float& _getElement( Vec3& point, int index)
|
||||
{
|
||||
if (index == 0)
|
||||
return point.x;
|
||||
if (index == 1)
|
||||
return point.y;
|
||||
if (index == 2)
|
||||
return point.z;
|
||||
|
||||
CC_ASSERT(0);
|
||||
return point.x;
|
||||
}
|
||||
|
||||
static void _getEigenVectors(Mat4* vout, Vec3* dout, Mat4 a)
|
||||
{
|
||||
int n = 3;
|
||||
int j,iq,ip,i;
|
||||
double tresh, theta, tau, t, sm, s, h, g, c;
|
||||
int nrot;
|
||||
Vec3 b;
|
||||
Vec3 z;
|
||||
Mat4 v;
|
||||
Vec3 d;
|
||||
|
||||
v = Mat4::IDENTITY;
|
||||
for(ip = 0; ip < n; ip++)
|
||||
{
|
||||
_getElement(b, ip) = a.m[ip + 4 * ip];
|
||||
_getElement(d, ip) = a.m[ip + 4 * ip];
|
||||
_getElement(z, ip) = 0.0;
|
||||
}
|
||||
|
||||
nrot = 0;
|
||||
|
||||
for(i = 0; i < 50; i++)
|
||||
{
|
||||
sm = 0.0;
|
||||
for(ip = 0; ip < n; ip++) for(iq = ip+1; iq < n; iq++) sm += fabs(a.m[ip + 4 * iq]);
|
||||
if( fabs(sm) < FLT_EPSILON )
|
||||
{
|
||||
v.transpose();
|
||||
*vout = v;
|
||||
*dout = d;
|
||||
return;
|
||||
}
|
||||
|
||||
if (i < 3)
|
||||
tresh = 0.2 * sm / (n*n);
|
||||
else
|
||||
tresh = 0.0;
|
||||
|
||||
for(ip = 0; ip < n; ip++)
|
||||
{
|
||||
for(iq = ip + 1; iq < n; iq++)
|
||||
{
|
||||
g = 100.0 * fabs(a.m[ip + iq * 4]);
|
||||
float dmip = _getElement(d, ip);
|
||||
float dmiq = _getElement(d, iq);
|
||||
|
||||
if( i>3 && fabs(dmip) + g == fabs(dmip) && fabs(dmiq) + g == fabs(dmiq) )
|
||||
{
|
||||
a.m[ip + 4 * iq] = 0.0;
|
||||
}
|
||||
else if (fabs(a.m[ip + 4 * iq]) > tresh)
|
||||
{
|
||||
h = dmiq - dmip;
|
||||
if (fabs(h) + g == fabs(h))
|
||||
{
|
||||
t=(a.m[ip + 4 * iq])/h;
|
||||
}
|
||||
else
|
||||
{
|
||||
theta = 0.5 * h / (a.m[ip + 4 * iq]);
|
||||
t=1.0 / (fabs(theta) + sqrt(1.0 + theta * theta));
|
||||
if (theta < 0.0) t = -t;
|
||||
}
|
||||
c = 1.0 / sqrt(1+t*t);
|
||||
s = t*c;
|
||||
tau = s / (1.0+c);
|
||||
h = t * a.m[ip + 4 * iq];
|
||||
_getElement(z, ip) -= (float)h;
|
||||
_getElement(z, iq) += (float)h;
|
||||
_getElement(d, ip) -= (float)h;
|
||||
_getElement(d, iq) += (float)h;
|
||||
a.m[ip + 4 * iq]=0.0;
|
||||
for(j = 0; j < ip; j++) { ROTATE(a,j,ip,j,iq); }
|
||||
for(j = ip + 1; j < iq; j++) { ROTATE(a,ip,j,j,iq); }
|
||||
for(j = iq + 1; j < n; j++) { ROTATE(a,ip,j,iq,j); }
|
||||
for(j = 0; j < n; j++) { ROTATE(v,j,ip,j,iq); }
|
||||
nrot++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(ip = 0; ip < n; ip++)
|
||||
{
|
||||
_getElement(b, ip) += _getElement(z, ip);
|
||||
_getElement(d, ip) = _getElement(b, ip);
|
||||
_getElement(z, ip) = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
v.transpose();
|
||||
*vout = v;
|
||||
*dout = d;
|
||||
return;
|
||||
}
|
||||
|
||||
static Mat4 _getOBBOrientation(const Vec3* vertPos, int num)
|
||||
{
|
||||
Mat4 Cov;
|
||||
|
||||
if (num <= 0)
|
||||
return Mat4::IDENTITY;
|
||||
|
||||
Cov = _getConvarianceMatrix(vertPos, num);
|
||||
|
||||
// now get eigenvectors
|
||||
Mat4 Evecs;
|
||||
Vec3 Evals;
|
||||
_getEigenVectors(&Evecs, &Evals, Cov);
|
||||
|
||||
Evecs.transpose();
|
||||
|
||||
return Evecs;
|
||||
}
|
||||
|
||||
OBB::OBB()
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
OBB::OBB(const AABB& aabb)
|
||||
{
|
||||
reset();
|
||||
|
||||
_center = (aabb._min + aabb._max);
|
||||
_center.scale(0.5f);
|
||||
_xAxis = Vec3(1.0f, 0.0f, 0.0f);
|
||||
_yAxis = Vec3(0.0f, 1.0f, 0.0f);
|
||||
_zAxis = Vec3(0.0f, 0.0f, 1.0f);
|
||||
|
||||
_extents = aabb._max - aabb._min;
|
||||
_extents.scale(0.5f);
|
||||
}
|
||||
|
||||
OBB::OBB(const Vec3* verts, int num)
|
||||
{
|
||||
if (!verts) return;
|
||||
|
||||
reset();
|
||||
|
||||
Mat4 matTransform = _getOBBOrientation(verts, num);
|
||||
|
||||
// For matTransform is orthogonal, so the inverse matrix is just rotate it;
|
||||
matTransform.transpose();
|
||||
|
||||
Vec3 vecMax = matTransform * Vec3(verts[0].x, verts[0].y, verts[0].z);
|
||||
|
||||
Vec3 vecMin = vecMax;
|
||||
|
||||
for (int i = 1; i < num; i++)
|
||||
{
|
||||
Vec3 vect = matTransform * Vec3(verts[i].x, verts[i].y, verts[i].z);
|
||||
|
||||
vecMax.x = vecMax.x > vect.x ? vecMax.x : vect.x;
|
||||
vecMax.y = vecMax.y > vect.y ? vecMax.y : vect.y;
|
||||
vecMax.z = vecMax.z > vect.z ? vecMax.z : vect.z;
|
||||
|
||||
vecMin.x = vecMin.x < vect.x ? vecMin.x : vect.x;
|
||||
vecMin.y = vecMin.y < vect.y ? vecMin.y : vect.y;
|
||||
vecMin.z = vecMin.z < vect.z ? vecMin.z : vect.z;
|
||||
}
|
||||
|
||||
matTransform.transpose();
|
||||
|
||||
_xAxis = Vec3(matTransform.m[0], matTransform.m[1], matTransform.m[2]);
|
||||
_yAxis = Vec3(matTransform.m[4], matTransform.m[5], matTransform.m[6]);
|
||||
_zAxis = Vec3(matTransform.m[8], matTransform.m[9], matTransform.m[10]);
|
||||
|
||||
_center = 0.5f * (vecMax + vecMin);
|
||||
_center *= matTransform;
|
||||
|
||||
_xAxis.normalize();
|
||||
_yAxis.normalize();
|
||||
_zAxis.normalize();
|
||||
|
||||
_extents = 0.5f * (vecMax - vecMin);
|
||||
}
|
||||
|
||||
bool OBB::containPoint(const Vec3& point) const
|
||||
{
|
||||
Vec3 vd = point - _center;
|
||||
|
||||
float d = vd.dot(_xAxis);
|
||||
if (d > _extents.x || d < -_extents.x)
|
||||
return false;
|
||||
|
||||
d = vd.dot(_yAxis);
|
||||
if (d > _extents.y || d < -_extents.y)
|
||||
return false;
|
||||
|
||||
d = vd.dot(_zAxis);
|
||||
if (d > _extents.z || d < -_extents.z)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void OBB::set(const Vec3& center, const Vec3& xAxis, const Vec3& yAxis, const Vec3& zAxis, const Vec3& extents)
|
||||
{
|
||||
_center = center;
|
||||
_xAxis = xAxis;
|
||||
_yAxis = yAxis;
|
||||
_zAxis = zAxis;
|
||||
_extents = extents;
|
||||
}
|
||||
|
||||
void OBB::reset()
|
||||
{
|
||||
memset(this, 0, sizeof(OBB));
|
||||
}
|
||||
|
||||
void OBB::getCorners(Vec3* verts) const
|
||||
{
|
||||
Vec3 extX = _xAxis * _extents.x;
|
||||
Vec3 extY = _yAxis * _extents.y;
|
||||
Vec3 extZ = _zAxis * _extents.z;
|
||||
|
||||
verts[0] = _center - extX + extY + extZ; // left top front
|
||||
verts[1] = _center - extX - extY + extZ; // left bottom front
|
||||
verts[2] = _center + extX - extY + extZ; // right bottom front
|
||||
verts[3] = _center + extX + extY + extZ; // right top front
|
||||
|
||||
verts[4] = _center + extX + extY - extZ; // right top back
|
||||
verts[5] = _center + extX - extY - extZ; // right bottom back
|
||||
verts[6] = _center - extX - extY - extZ; // left bottom back
|
||||
verts[7] = _center - extX + extY - extZ; // left top back
|
||||
}
|
||||
|
||||
float OBB::projectPoint(const Vec3& point, const Vec3& axis)const
|
||||
{
|
||||
float dot = axis.dot(point);
|
||||
float ret = dot * point.length();
|
||||
return ret;
|
||||
}
|
||||
|
||||
void OBB::getInterval(const OBB& box, const Vec3& axis, float &min, float &max)const
|
||||
{
|
||||
Vec3 corners[8];
|
||||
box.getCorners(corners);
|
||||
float value;
|
||||
min = max = projectPoint(axis, corners[0]);
|
||||
for(int i = 1; i < 8; i++)
|
||||
{
|
||||
value = projectPoint(axis, corners[i]);
|
||||
min = MIN(min, value);
|
||||
max = MAX(max, value);
|
||||
}
|
||||
}
|
||||
|
||||
Vec3 OBB::getEdgeDirection(int index)const
|
||||
{
|
||||
Vec3 corners[8];
|
||||
getCorners(corners);
|
||||
|
||||
Vec3 tmpLine;
|
||||
switch(index)
|
||||
{
|
||||
case 0:// edge with x axis
|
||||
tmpLine = corners[5] - corners[6];
|
||||
tmpLine.normalize();
|
||||
break;
|
||||
case 1:// edge with y axis
|
||||
tmpLine = corners[7] - corners[6];
|
||||
tmpLine.normalize();
|
||||
break;
|
||||
case 2:// edge with z axis
|
||||
tmpLine = corners[1] - corners[6];
|
||||
tmpLine.normalize();
|
||||
break;
|
||||
default:
|
||||
CCASSERT(0, "Invalid index!");
|
||||
break;
|
||||
}
|
||||
return tmpLine;
|
||||
}
|
||||
|
||||
Vec3 OBB::getFaceDirection(int index) const
|
||||
{
|
||||
Vec3 corners[8];
|
||||
getCorners(corners);
|
||||
|
||||
Vec3 faceDirection, v0, v1;
|
||||
switch(index)
|
||||
{
|
||||
case 0:// front and back
|
||||
v0 = corners[2] - corners[1];
|
||||
v1 = corners[0] - corners[1];
|
||||
Vec3::cross(v0, v1, &faceDirection);
|
||||
faceDirection.normalize();
|
||||
break;
|
||||
case 1:// left and right
|
||||
v0 = corners[5] - corners[2];
|
||||
v1 = corners[3] - corners[2];
|
||||
Vec3::cross(v0, v1, &faceDirection);
|
||||
faceDirection.normalize();
|
||||
break;
|
||||
case 2:// top and bottom
|
||||
v0 = corners[1] - corners[2];
|
||||
v1 = corners[5] - corners[2];
|
||||
Vec3::cross(v0, v1, &faceDirection);
|
||||
faceDirection.normalize();
|
||||
break;
|
||||
default:
|
||||
CCASSERT(0, "Invalid index!");
|
||||
break;
|
||||
}
|
||||
return faceDirection;
|
||||
}
|
||||
|
||||
bool OBB::intersects(const OBB& box) const
|
||||
{
|
||||
float min1, max1, min2, max2;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
getInterval(*this, getFaceDirection(i), min1, max1);
|
||||
getInterval(box, getFaceDirection(i), min2, max2);
|
||||
if (max1 < min2 || max2 < min1) return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
getInterval(*this, box.getFaceDirection(i), min1, max1);
|
||||
getInterval(box, box.getFaceDirection(i), min2, max2);
|
||||
if (max1 < min2 || max2 < min1) return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
Vec3 axis;
|
||||
Vec3::cross(getFaceDirection(i), box.getFaceDirection(j), &axis);
|
||||
getInterval(*this, axis, min1, max1);
|
||||
getInterval(box, axis, min2, max2);
|
||||
if (max1 < min2 || max2 < min1) return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
void OBB::transform(const Mat4& mat)
|
||||
{
|
||||
Vec4 newcenter = mat * Vec4(_center.x, _center.y, _center.z, 1.0f);// center;
|
||||
_center.x = newcenter.x;
|
||||
_center.y = newcenter.y;
|
||||
_center.z = newcenter.z;
|
||||
|
||||
_xAxis = mat * _xAxis;
|
||||
_yAxis = mat * _yAxis;
|
||||
_zAxis = mat * _zAxis;
|
||||
|
||||
_xAxis.normalize();
|
||||
_yAxis.normalize();
|
||||
_zAxis.normalize();
|
||||
|
||||
Vec3 scale, trans;
|
||||
Quaternion quat;
|
||||
mat.decompose(&scale, &quat, &trans);
|
||||
|
||||
_extents.x *= scale.x;
|
||||
_extents.y *= scale.y;
|
||||
_extents.z *= scale.z;
|
||||
}
|
||||
|
||||
NS_CC_END
|
|
@ -0,0 +1,117 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef __CC_OBB_H__
|
||||
#define __CC_OBB_H__
|
||||
|
||||
#include "CCAABB.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
class CC_DLL OBB
|
||||
{
|
||||
public:
|
||||
OBB();
|
||||
|
||||
/*
|
||||
* Construct obb from oriented bounding box
|
||||
*/
|
||||
OBB(const AABB& aabb);
|
||||
|
||||
/*
|
||||
* Construct obb from points
|
||||
*/
|
||||
OBB(const Vec3* verts, int num);
|
||||
|
||||
/*
|
||||
* Check point in
|
||||
*/
|
||||
bool containPoint(const Vec3& point) const;
|
||||
|
||||
/*
|
||||
* Specify obb values
|
||||
*/
|
||||
void set(const Vec3& center, const Vec3& _xAxis, const Vec3& _yAxis, const Vec3& _zAxis, const Vec3& _extents);
|
||||
|
||||
/*
|
||||
* Clear obb
|
||||
*/
|
||||
void reset();
|
||||
|
||||
/* face to the obb's -z direction
|
||||
* verts[0] : left top front
|
||||
* verts[1] : left bottom front
|
||||
* verts[2] : right bottom front
|
||||
* verts[3] : right top front
|
||||
*
|
||||
* face to the obb's z direction
|
||||
* verts[4] : right top back
|
||||
* verts[5] : right bottom back
|
||||
* verts[6] : left bottom back
|
||||
* verts[7] : left top back
|
||||
*/
|
||||
void getCorners(Vec3* verts) const;
|
||||
|
||||
/*
|
||||
* Check intersect with other
|
||||
*/
|
||||
bool intersects(const OBB& box) const;
|
||||
|
||||
/**
|
||||
* Transforms the obb by the given transformation matrix.
|
||||
*/
|
||||
void transform(const Mat4& mat);
|
||||
|
||||
protected:
|
||||
/*
|
||||
* Project point to the target axis
|
||||
*/
|
||||
float projectPoint(const Vec3& point, const Vec3& axis) const;
|
||||
|
||||
/*
|
||||
* Calculate the min and max project value of through the box's corners
|
||||
*/
|
||||
void getInterval(const OBB& box, const Vec3& axis, float &min, float &max) const;
|
||||
|
||||
/*
|
||||
* Get the edege of x y z axis direction
|
||||
*/
|
||||
Vec3 getEdgeDirection(int index) const;
|
||||
|
||||
/*
|
||||
* Get the face of x y z axis direction
|
||||
*/
|
||||
Vec3 getFaceDirection(int index) const;
|
||||
|
||||
public:
|
||||
Vec3 _center; // obb center
|
||||
Vec3 _xAxis; // x axis of obb, unit vector
|
||||
Vec3 _yAxis; // y axis of obb, unit vecotr
|
||||
Vec3 _zAxis; // z axis of obb, unit vector
|
||||
Vec3 _extents; // obb length along each axis
|
||||
};
|
||||
|
||||
NS_CC_END
|
||||
|
||||
#endif
|
|
@ -0,0 +1,158 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) Chukong Technologies Inc.
|
||||
|
||||
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 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.
|
||||
****************************************************************************/
|
||||
|
||||
#include "CCRay.h"
|
||||
#include "CCAABB.h"
|
||||
#include "CCOBB.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
Ray::Ray()
|
||||
: _direction(0, 0, 1)
|
||||
{
|
||||
}
|
||||
|
||||
Ray::Ray(const Vec3& origin, const Vec3& direction)
|
||||
{
|
||||
set(origin, direction);
|
||||
}
|
||||
|
||||
Ray::~Ray()
|
||||
{
|
||||
}
|
||||
|
||||
bool Ray::intersects(const AABB& aabb) const
|
||||
{
|
||||
Vec3 ptOnPlane;
|
||||
Vec3 min = aabb._min;
|
||||
Vec3 max = aabb._max;
|
||||
|
||||
const Vec3& origin = _origin;
|
||||
const Vec3& dir = _direction;
|
||||
|
||||
float t;
|
||||
|
||||
if (dir.x != 0.f)
|
||||
{
|
||||
if (dir.x > 0)
|
||||
t = (min.x - origin.x) / dir.x;
|
||||
else
|
||||
t = (max.x - origin.x) / dir.x;
|
||||
|
||||
if (t > 0.f)
|
||||
{
|
||||
ptOnPlane = origin + t * dir;
|
||||
|
||||
if (min.y < ptOnPlane.y && ptOnPlane.y < max.y && min.z < ptOnPlane.z && ptOnPlane.z < max.z)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (dir.y != 0.f)
|
||||
{
|
||||
if (dir.y > 0)
|
||||
t = (min.y - origin.y) / dir.y;
|
||||
else
|
||||
t = (max.y - origin.y) / dir.y;
|
||||
|
||||
if (t > 0.f)
|
||||
{
|
||||
ptOnPlane = origin + t * dir;
|
||||
|
||||
if (min.z < ptOnPlane.z && ptOnPlane.z < max.z && min.x < ptOnPlane.x && ptOnPlane.x < max.x)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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 (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;
|
||||
}
|
||||
|
||||
bool Ray::intersects(const OBB& obb) const
|
||||
{
|
||||
AABB aabb;
|
||||
aabb._min = - obb._extents;
|
||||
aabb._max = obb._extents;
|
||||
|
||||
Ray ray;
|
||||
ray._direction = _direction;
|
||||
ray._origin = _origin;
|
||||
|
||||
Mat4 mat = Mat4::IDENTITY;
|
||||
mat.m[0] = obb._xAxis.x;
|
||||
mat.m[1] = obb._xAxis.y;
|
||||
mat.m[2] = obb._xAxis.z;
|
||||
|
||||
mat.m[4] = obb._yAxis.x;
|
||||
mat.m[5] = obb._yAxis.y;
|
||||
mat.m[6] = obb._yAxis.z;
|
||||
|
||||
mat.m[8] = obb._zAxis.x;
|
||||
mat.m[9] = obb._zAxis.y;
|
||||
mat.m[10] = obb._zAxis.z;
|
||||
|
||||
mat.m[12] = obb._center.x;
|
||||
mat.m[13] = obb._center.y;
|
||||
mat.m[14] = obb._center.z;
|
||||
|
||||
mat = mat.getInversed();
|
||||
|
||||
ray.transform(mat);
|
||||
|
||||
return ray.intersects(aabb);
|
||||
}
|
||||
|
||||
void Ray::set(const Vec3& origin, const Vec3& direction)
|
||||
{
|
||||
_origin = origin;
|
||||
_direction = direction;
|
||||
}
|
||||
|
||||
void Ray::transform(const Mat4& matrix)
|
||||
{
|
||||
matrix.transformPoint(&_origin);
|
||||
matrix.transformVector(&_direction);
|
||||
_direction.normalize();
|
||||
}
|
||||
|
||||
NS_CC_END
|
|
@ -0,0 +1,92 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef __CC_RAY_H_
|
||||
#define __CC_RAY_H_
|
||||
|
||||
#include "base/ccMacros.h"
|
||||
#include "math/CCMath.h"
|
||||
#include "CCAABB.h"
|
||||
#include "CCOBB.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
class CC_DLL Ray
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
Ray();
|
||||
|
||||
/**
|
||||
* Constructor.
|
||||
*/
|
||||
Ray(const Ray& ray);
|
||||
|
||||
/**
|
||||
* Constructs a new ray initialized to the specified values.
|
||||
*
|
||||
* @param origin The ray's origin.
|
||||
* @param direction The ray's direction.
|
||||
*/
|
||||
Ray(const Vec3& origin, const Vec3& direction);
|
||||
|
||||
/**
|
||||
* Destructor.
|
||||
*/
|
||||
~Ray();
|
||||
|
||||
/**
|
||||
* Check whether this ray intersects the specified bounding box.
|
||||
*/
|
||||
bool intersects(const AABB& aabb) const;
|
||||
|
||||
/**
|
||||
* Check whether this ray intersects the specified obb.
|
||||
*/
|
||||
bool intersects(const OBB& obb) const;
|
||||
|
||||
/**
|
||||
* Sets this ray to the specified values.
|
||||
*
|
||||
* @param origin The ray's origin.
|
||||
* @param direction The ray's direction.
|
||||
*/
|
||||
void set(const Vec3& origin, const Vec3& direction);
|
||||
|
||||
/**
|
||||
* Transforms this ray by the given transformation matrix.
|
||||
*
|
||||
* @param matrix The transformation matrix to transform by.
|
||||
*/
|
||||
void transform(const Mat4& matrix);
|
||||
|
||||
Vec3 _origin; // The ray origin position.
|
||||
Vec3 _direction; // The ray direction vector.
|
||||
};
|
||||
|
||||
NS_CC_END
|
||||
|
||||
#endif
|
|
@ -399,6 +399,39 @@ const BlendFunc& Sprite3D::getBlendFunc() const
|
|||
return _blend;
|
||||
}
|
||||
|
||||
AABB Sprite3D::getAABB() const
|
||||
{
|
||||
Mat4 nodeToWorldTransform(getNodeToWorldTransform());
|
||||
|
||||
// If nodeToWorldTransform matrix isn't changed, we don't need to transform aabb.
|
||||
if (memcmp(_nodeToWorldTransform.m, nodeToWorldTransform.m, sizeof(Mat4)) == 0)
|
||||
{
|
||||
return _aabb;
|
||||
}
|
||||
else
|
||||
{
|
||||
Mat4 transform(nodeToWorldTransform);
|
||||
_aabb = _mesh->getOriginAABB();
|
||||
|
||||
if (getSkin() && getSkin()->getRootBone())
|
||||
{
|
||||
transform = nodeToWorldTransform * getSkin()->getRootBone()->getWorldMat();
|
||||
}
|
||||
|
||||
_aabb.transform(transform);
|
||||
_nodeToWorldTransform = nodeToWorldTransform;
|
||||
}
|
||||
|
||||
return _aabb;
|
||||
}
|
||||
|
||||
Rect Sprite3D::getBoundingBox() const
|
||||
{
|
||||
AABB aabb = getAABB();
|
||||
Rect ret(aabb._min.x, aabb._min.y, (aabb._max.x - aabb._min.x), (aabb._max.y - aabb._min.y));
|
||||
return ret;
|
||||
}
|
||||
|
||||
void Sprite3D::setCullFace(GLenum cullFace)
|
||||
{
|
||||
for (auto& it : _meshCommands) {
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
#include "base/CCProtocols.h"
|
||||
#include "2d/CCNode.h"
|
||||
#include "renderer/CCMeshCommand.h"
|
||||
#include "CCAABB.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
|
@ -80,6 +81,20 @@ public:
|
|||
virtual void setBlendFunc(const BlendFunc &blendFunc) override;
|
||||
virtual const BlendFunc &getBlendFunc() const override;
|
||||
|
||||
/*
|
||||
* Get AABB
|
||||
* If the sprite has animation, it can't be calculated accuratly,
|
||||
* because bone can drive the vertices, we just use the origin vertices
|
||||
* to calculate the AABB.
|
||||
*/
|
||||
AABB getAABB() const;
|
||||
|
||||
/**
|
||||
* Returns 2d bounding-box
|
||||
* Note: the bouding-box is just get from the AABB which as Z=0, so that is not very accurate.
|
||||
*/
|
||||
virtual Rect getBoundingBox() const override;
|
||||
|
||||
// set which face is going to cull, GL_BACK, GL_FRONT, GL_FRONT_AND_BACK, default GL_BACK
|
||||
void setCullFace(GLenum cullFace);
|
||||
// set cull face enable or not
|
||||
|
@ -124,6 +139,9 @@ protected:
|
|||
std::unordered_map<std::string, AttachNode*> _attachments;
|
||||
|
||||
BlendFunc _blend;
|
||||
|
||||
mutable AABB _aabb; // cache current aabb
|
||||
mutable Mat4 _nodeToWorldTransform; // cache the matrix
|
||||
};
|
||||
|
||||
extern std::string CC_DLL s_attributeNames[];//attribute names array
|
||||
|
|
|
@ -1,4 +1,7 @@
|
|||
set(COCOS_3D_SRC
|
||||
3d/CCAABB.cpp
|
||||
3d/CCOBB.cpp
|
||||
3d/CCRay.cpp
|
||||
3d/CCSkeleton3D.cpp
|
||||
3d/CCAttachNode.cpp
|
||||
3d/CCSubMesh.cpp
|
||||
|
|
|
@ -74,6 +74,9 @@ cocos2d.cpp \
|
|||
2d/CCTransitionPageTurn.cpp \
|
||||
2d/CCTransitionProgress.cpp \
|
||||
2d/CCTweenFunction.cpp \
|
||||
3d/CCRay.cpp\
|
||||
3d/CCAABB.cpp \
|
||||
3d/CCOBB.cpp \
|
||||
3d/CCAnimate3D.cpp \
|
||||
3d/CCAnimation3D.cpp \
|
||||
3d/CCAttachNode.cpp \
|
||||
|
|
|
@ -262,6 +262,9 @@ THE SOFTWARE.
|
|||
#include "2d/CCComponentContainer.h"
|
||||
|
||||
//3d
|
||||
#include "3d/CCAABB.h"
|
||||
#include "3d/CCOBB.h"
|
||||
#include "3d/CCRay.h"
|
||||
#include "3d/CCSprite3D.h"
|
||||
#include "3d/CCMesh.h"
|
||||
#include "3d/CCMeshSkin.h"
|
||||
|
|
|
@ -192,6 +192,10 @@
|
|||
"cocos/2d/cocos2dx.props",
|
||||
"cocos/2d/libcocos2d.vcxproj",
|
||||
"cocos/2d/libcocos2d.vcxproj.filters",
|
||||
"cocos/3d/CCAABB.cpp",
|
||||
"cocos/3d/CCAABB.h”,
|
||||
"cocos/3d/CCOBB.cpp",
|
||||
"cocos/3d/CCOBB.h”,
|
||||
"cocos/3d/CCAnimate3D.cpp",
|
||||
"cocos/3d/CCAnimate3D.h",
|
||||
"cocos/3d/CCAnimation3D.cpp",
|
||||
|
|
|
@ -168,6 +168,7 @@ Classes/ShaderTest/ShaderTest.cpp \
|
|||
Classes/ShaderTest/ShaderTest2.cpp \
|
||||
Classes/SpineTest/SpineTest.cpp \
|
||||
Classes/SpriteTest/SpriteTest.cpp \
|
||||
Classes/Sprite3DTest/DrawNode3D.cpp \
|
||||
Classes/Sprite3DTest/Sprite3DTest.cpp \
|
||||
Classes/TextInputTest/TextInputTest.cpp \
|
||||
Classes/Texture2dTest/Texture2dTest.cpp \
|
||||
|
|
|
@ -162,6 +162,7 @@ set(SAMPLE_SRC
|
|||
Classes/ShaderTest/ShaderTest2.cpp
|
||||
Classes/SpriteTest/SpriteTest.cpp
|
||||
Classes/Sprite3DTest/Sprite3DTest.cpp
|
||||
Classes/Sprite3DTest/DrawNode3D.cpp
|
||||
Classes/TextInputTest/TextInputTest.cpp
|
||||
Classes/Texture2dTest/Texture2dTest.cpp
|
||||
Classes/TexturePackerEncryptionTest/TextureAtlasEncryptionTest.cpp
|
||||
|
|
|
@ -0,0 +1,240 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#include "DrawNode3D.h"
|
||||
#include "CCGL.h"
|
||||
#include "base/CCEventType.h"
|
||||
#include "base/CCConfiguration.h"
|
||||
#include "renderer/CCCustomCommand.h"
|
||||
#include "renderer/CCRenderer.h"
|
||||
#include "renderer/CCGLProgramState.h"
|
||||
#include "base/CCDirector.h"
|
||||
#include "base/CCEventListenerCustom.h"
|
||||
#include "base/CCEventDispatcher.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
|
||||
DrawNode3D::DrawNode3D()
|
||||
: _vao(0)
|
||||
, _vbo(0)
|
||||
, _bufferCapacity(0)
|
||||
, _bufferCount(0)
|
||||
, _buffer(nullptr)
|
||||
, _dirty(false)
|
||||
{
|
||||
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
|
||||
}
|
||||
|
||||
DrawNode3D::~DrawNode3D()
|
||||
{
|
||||
free(_buffer);
|
||||
_buffer = nullptr;
|
||||
|
||||
glDeleteBuffers(1, &_vbo);
|
||||
_vbo = 0;
|
||||
|
||||
if (Configuration::getInstance()->supportsShareableVAO())
|
||||
{
|
||||
glDeleteVertexArrays(1, &_vao);
|
||||
GL::bindVAO(0);
|
||||
_vao = 0;
|
||||
}
|
||||
}
|
||||
|
||||
DrawNode3D* DrawNode3D::create()
|
||||
{
|
||||
DrawNode3D* ret = new DrawNode3D();
|
||||
if (ret && ret->init())
|
||||
{
|
||||
ret->autorelease();
|
||||
}
|
||||
else
|
||||
{
|
||||
CC_SAFE_DELETE(ret);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void DrawNode3D::ensureCapacity(int count)
|
||||
{
|
||||
CCASSERT(count>=0, "capacity must be >= 0");
|
||||
|
||||
if(_bufferCount + count > _bufferCapacity)
|
||||
{
|
||||
_bufferCapacity += MAX(_bufferCapacity, count);
|
||||
_buffer = (V3F_C4B*)realloc(_buffer, _bufferCapacity*sizeof(V3F_C4B));
|
||||
}
|
||||
}
|
||||
|
||||
bool DrawNode3D::init()
|
||||
{
|
||||
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
|
||||
|
||||
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR));
|
||||
|
||||
ensureCapacity(512);
|
||||
|
||||
if (Configuration::getInstance()->supportsShareableVAO())
|
||||
{
|
||||
glGenVertexArrays(1, &_vao);
|
||||
GL::bindVAO(_vao);
|
||||
}
|
||||
|
||||
glGenBuffers(1, &_vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4B)* _bufferCapacity, _buffer, GL_STREAM_DRAW);
|
||||
|
||||
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, vertices));
|
||||
|
||||
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, colors));
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
if (Configuration::getInstance()->supportsShareableVAO())
|
||||
{
|
||||
GL::bindVAO(0);
|
||||
}
|
||||
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
|
||||
_dirty = true;
|
||||
|
||||
#if CC_ENABLE_CACHE_TEXTURE_DATA
|
||||
// Need to listen the event only when not use batchnode, because it will use VBO
|
||||
auto listener = EventListenerCustom::create(EVENT_COME_TO_FOREGROUND, [this](EventCustom* event){
|
||||
/** listen the event that coming to foreground on Android */
|
||||
this->init();
|
||||
});
|
||||
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void DrawNode3D::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
|
||||
{
|
||||
_customCommand.init(_globalZOrder);
|
||||
_customCommand.func = CC_CALLBACK_0(DrawNode3D::onDraw, this, transform, flags);
|
||||
renderer->addCommand(&_customCommand);
|
||||
}
|
||||
|
||||
void DrawNode3D::onDraw(const Mat4 &transform, uint32_t flags)
|
||||
{
|
||||
auto glProgram = getGLProgram();
|
||||
glProgram->use();
|
||||
glProgram->setUniformsForBuiltins(transform);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
GL::blendFunc(_blendFunc.src, _blendFunc.dst);
|
||||
|
||||
if (_dirty)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(V3F_C4B)*_bufferCapacity, _buffer, GL_STREAM_DRAW);
|
||||
_dirty = false;
|
||||
}
|
||||
if (Configuration::getInstance()->supportsShareableVAO())
|
||||
{
|
||||
GL::bindVAO(_vao);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL::enableVertexAttribs(GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
|
||||
// vertex
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, vertices));
|
||||
|
||||
// color
|
||||
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(V3F_C4B), (GLvoid *)offsetof(V3F_C4B, colors));
|
||||
}
|
||||
|
||||
glDrawArrays(GL_LINES, 0, _bufferCount);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
CC_INCREMENT_GL_DRAWN_BATCHES_AND_VERTICES(1,_bufferCount);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
CHECK_GL_ERROR_DEBUG();
|
||||
}
|
||||
|
||||
void DrawNode3D::drawLine(const Vec3 &from, const Vec3 &to, const Color4F &color)
|
||||
{
|
||||
unsigned int vertex_count = 2;
|
||||
ensureCapacity(vertex_count);
|
||||
|
||||
Color4B col = Color4B(color);
|
||||
V3F_C4B a = {Vec3(from.x, from.y, from.z), col};
|
||||
V3F_C4B b = {Vec3(to.x, to.y, to.z), col, };
|
||||
|
||||
V3F_C4B *lines = (V3F_C4B *)(_buffer + _bufferCount);
|
||||
lines[0] = a;
|
||||
lines[1] = b;
|
||||
|
||||
_bufferCount += vertex_count;
|
||||
_dirty = true;
|
||||
|
||||
}
|
||||
|
||||
void DrawNode3D::drawCube(Vec3* vertices, const Color4F &color)
|
||||
{
|
||||
// front face
|
||||
drawLine(vertices[0], vertices[1], color);
|
||||
drawLine(vertices[1], vertices[2], color);
|
||||
drawLine(vertices[2], vertices[3], color);
|
||||
drawLine(vertices[3], vertices[0], color);
|
||||
|
||||
// back face
|
||||
drawLine(vertices[4], vertices[5], color);
|
||||
drawLine(vertices[5], vertices[6], color);
|
||||
drawLine(vertices[6], vertices[7], color);
|
||||
drawLine(vertices[7], vertices[4], color);
|
||||
|
||||
// edge
|
||||
drawLine(vertices[0], vertices[7], color);
|
||||
drawLine(vertices[1], vertices[6], color);
|
||||
drawLine(vertices[2], vertices[5], color);
|
||||
drawLine(vertices[3], vertices[4], color);
|
||||
}
|
||||
|
||||
void DrawNode3D::clear()
|
||||
{
|
||||
_bufferCount = 0;
|
||||
_dirty = true;
|
||||
}
|
||||
|
||||
const BlendFunc& DrawNode3D::getBlendFunc() const
|
||||
{
|
||||
return _blendFunc;
|
||||
}
|
||||
|
||||
void DrawNode3D::setBlendFunc(const BlendFunc &blendFunc)
|
||||
{
|
||||
_blendFunc = blendFunc;
|
||||
}
|
||||
|
||||
NS_CC_END
|
|
@ -0,0 +1,117 @@
|
|||
/****************************************************************************
|
||||
Copyright (c) 2014 Chukong Technologies Inc.
|
||||
|
||||
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:
|
||||
|
||||
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.
|
||||
****************************************************************************/
|
||||
|
||||
#ifndef __DRAW_NODE_3D_H__
|
||||
#define __DRAW_NODE_3D_H__
|
||||
|
||||
#include "2d/CCNode.h"
|
||||
#include "base/ccTypes.h"
|
||||
#include "renderer/CCCustomCommand.h"
|
||||
|
||||
NS_CC_BEGIN
|
||||
|
||||
/**
|
||||
* Copy DrawNode for 3D geometry drawing.
|
||||
*/
|
||||
class DrawNode3D: public Node
|
||||
{
|
||||
public:
|
||||
/** creates and initialize a DrawNode3D node */
|
||||
static DrawNode3D* create();
|
||||
|
||||
/**
|
||||
* Draw 3D Line
|
||||
*/
|
||||
void drawLine(const Vec3 &from, const Vec3 &to, const Color4F &color);
|
||||
|
||||
/**
|
||||
* Draw 3D cube
|
||||
* @param point to a vertex array who has 8 element.
|
||||
* vertices[0]:Left-top-front,
|
||||
* vertices[1]:Left-bottom-front,
|
||||
* vertices[2]:Right-bottom-front,
|
||||
* vertices[3]:Right-top-front,
|
||||
* vertices[4]:Right-top-back,
|
||||
* vertices[5]:Right-bottom-back,
|
||||
* vertices[6]:Left-bottom-back,
|
||||
* vertices[7]:Left-top-back.
|
||||
* @param color
|
||||
*/
|
||||
void drawCube(Vec3* vertices, const Color4F &color);
|
||||
|
||||
/** Clear the geometry in the node's buffer. */
|
||||
void clear();
|
||||
|
||||
/**
|
||||
* @js NA
|
||||
* @lua NA
|
||||
*/
|
||||
const BlendFunc& getBlendFunc() const;
|
||||
|
||||
/**
|
||||
* @code
|
||||
* When this function bound into js or lua,the parameter will be changed
|
||||
* In js: var setBlendFunc(var src, var dst)
|
||||
* @endcode
|
||||
* @lua NA
|
||||
*/
|
||||
void setBlendFunc(const BlendFunc &blendFunc);
|
||||
|
||||
void onDraw(const Mat4 &transform, uint32_t flags);
|
||||
|
||||
// Overrides
|
||||
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
|
||||
|
||||
CC_CONSTRUCTOR_ACCESS:
|
||||
DrawNode3D();
|
||||
virtual ~DrawNode3D();
|
||||
virtual bool init();
|
||||
|
||||
protected:
|
||||
struct V3F_C4B
|
||||
{
|
||||
Vec3 vertices;
|
||||
Color4B colors;
|
||||
};
|
||||
void ensureCapacity(int count);
|
||||
|
||||
GLuint _vao;
|
||||
GLuint _vbo;
|
||||
|
||||
int _bufferCapacity;
|
||||
GLsizei _bufferCount;
|
||||
V3F_C4B* _buffer;
|
||||
|
||||
BlendFunc _blendFunc;
|
||||
CustomCommand _customCommand;
|
||||
|
||||
bool _dirty;
|
||||
|
||||
private:
|
||||
CC_DISALLOW_COPY_AND_ASSIGN(DrawNode3D);
|
||||
};
|
||||
|
||||
NS_CC_END
|
||||
|
||||
#endif // __DRAW_NODE_3D_H__
|
|
@ -28,6 +28,8 @@
|
|||
#include "3d/CCAnimate3D.h"
|
||||
#include "3d/CCSubMesh.h"
|
||||
#include "3d/CCAttachNode.h"
|
||||
#include "3d/CCRay.h"
|
||||
#include "DrawNode3D.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include "../testResource.h"
|
||||
|
@ -56,6 +58,7 @@ static std::function<Layer*()> createFunctions[] =
|
|||
#endif
|
||||
CL(Animate3DTest),
|
||||
CL(AttachmentTest),
|
||||
CL(Sprite3DWithOBBPerfromanceTest),
|
||||
CL(Sprite3DMirrorTest)
|
||||
};
|
||||
|
||||
|
@ -995,6 +998,261 @@ void AttachmentTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* e
|
|||
_hasWeapon = !_hasWeapon;
|
||||
}
|
||||
|
||||
Sprite3DWithOBBPerfromanceTest::Sprite3DWithOBBPerfromanceTest()
|
||||
{
|
||||
auto listener = EventListenerTouchAllAtOnce::create();
|
||||
listener->onTouchesBegan = CC_CALLBACK_2(Sprite3DWithOBBPerfromanceTest::onTouchesBegan, this);
|
||||
listener->onTouchesEnded = CC_CALLBACK_2(Sprite3DWithOBBPerfromanceTest::onTouchesEnded, this);
|
||||
listener->onTouchesMoved = CC_CALLBACK_2(Sprite3DWithOBBPerfromanceTest::onTouchesMoved, this);
|
||||
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
initDrawBox();
|
||||
|
||||
addNewSpriteWithCoords(Vec2(s.width/2, s.height/2));
|
||||
MenuItemFont::setFontName("fonts/arial.ttf");
|
||||
MenuItemFont::setFontSize(65);
|
||||
auto decrease = MenuItemFont::create(" - ", CC_CALLBACK_1(Sprite3DWithOBBPerfromanceTest::delOBBCallback, this));
|
||||
decrease->setColor(Color3B(0,200,20));
|
||||
auto increase = MenuItemFont::create(" + ", CC_CALLBACK_1(Sprite3DWithOBBPerfromanceTest::addOBBCallback, this));
|
||||
increase->setColor(Color3B(0,200,20));
|
||||
|
||||
auto menu = Menu::create(decrease, increase, nullptr);
|
||||
menu->alignItemsHorizontally();
|
||||
menu->setPosition(Vec2(s.width/2, s.height-65));
|
||||
addChild(menu, 1);
|
||||
|
||||
TTFConfig ttfCount("fonts/Marker Felt.ttf", 30);
|
||||
_labelCubeCount = Label::createWithTTF(ttfCount,"0 cubes");
|
||||
_labelCubeCount->setColor(Color3B(0,200,20));
|
||||
_labelCubeCount->setPosition(Vec2(s.width/2, s.height-90));
|
||||
addChild(_labelCubeCount);
|
||||
_hasCollider = false;
|
||||
scheduleUpdate();
|
||||
}
|
||||
std::string Sprite3DWithOBBPerfromanceTest::title() const
|
||||
{
|
||||
return "OBB Collison Perfromance Test";
|
||||
}
|
||||
std::string Sprite3DWithOBBPerfromanceTest::subtitle() const
|
||||
{
|
||||
return "";
|
||||
}
|
||||
void Sprite3DWithOBBPerfromanceTest::addNewOBBWithCoords(Vec2 p)
|
||||
{
|
||||
Vec3 extents = Vec3(10, 10, 10);
|
||||
AABB aabb(-extents, extents);
|
||||
auto obb = OBB(aabb);
|
||||
obb._center = Vec3(p.x,p.y,0);
|
||||
_obb.push_back(obb);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::onTouchesBegan(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
for (auto touch: touches)
|
||||
{
|
||||
auto location = touch->getLocationInView();
|
||||
|
||||
if(_obb.size() > 0)
|
||||
{
|
||||
_intersetList.clear();
|
||||
Ray ray;
|
||||
calculateRayByLocationInView(&ray,location);
|
||||
for(int i = 0; i < _obb.size(); i++)
|
||||
{
|
||||
if(ray.intersects(_obb[i]))
|
||||
{
|
||||
_intersetList.insert(i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::onTouchesEnded(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::onTouchesMoved(const std::vector<Touch*>& touches, Event* event)
|
||||
{
|
||||
for (auto touch: touches)
|
||||
{
|
||||
auto location = touch->getLocation();
|
||||
|
||||
for(int i = 0; i < _obb.size(); i++)
|
||||
{
|
||||
if(_intersetList.find(i) != _intersetList.end())
|
||||
_obb[i]._center = Vec3(location.x,location.y,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::update(float dt)
|
||||
{
|
||||
char szText[16];
|
||||
sprintf(szText,"%lu cubes",_obb.size());
|
||||
_labelCubeCount->setString(szText);
|
||||
|
||||
if (_drawDebug)
|
||||
{
|
||||
_drawDebug->clear();
|
||||
|
||||
Mat4 mat = _sprite->getNodeToWorldTransform();
|
||||
mat.getRightVector(&_obbt._xAxis);
|
||||
_obbt._xAxis.normalize();
|
||||
|
||||
mat.getUpVector(&_obbt._yAxis);
|
||||
_obbt._yAxis.normalize();
|
||||
|
||||
mat.getForwardVector(&_obbt._zAxis);
|
||||
_obbt._zAxis.normalize();
|
||||
|
||||
_obbt._center = _sprite->getPosition3D();
|
||||
|
||||
Vec3 corners[8] = {};
|
||||
_obbt.getCorners(corners);
|
||||
_drawDebug->drawCube(corners, Color4F(0,0,1,1));
|
||||
}
|
||||
if(_obb.size() > 0)
|
||||
{
|
||||
_drawOBB->clear();
|
||||
for(int i =0; i < _obb.size(); i++)
|
||||
{
|
||||
Vec3 corners[8] = {};
|
||||
_obb[i].getCorners(corners);
|
||||
_drawOBB->drawCube(corners, _obbt.intersects(_obb[i])?Color4F(1,0,0,1):Color4F(0,1,0,1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::initDrawBox()
|
||||
{
|
||||
_drawOBB = DrawNode3D::create();
|
||||
addChild(_drawOBB);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::addNewSpriteWithCoords(Vec2 p)
|
||||
{
|
||||
std::string fileName = "Sprite3DTest/tortoise.c3b";
|
||||
auto sprite = Sprite3D::create(fileName);
|
||||
sprite->setScale(0.1f);
|
||||
auto s = Director::getInstance()->getWinSize();
|
||||
sprite->setPosition(Vec2(s.width * 4.f / 5.f, s.height / 2.f));
|
||||
addChild(sprite);
|
||||
_sprite = sprite;
|
||||
auto animation = Animation3D::create(fileName);
|
||||
if (animation)
|
||||
{
|
||||
auto animate = Animate3D::create(animation, 0.f, 1.933f);
|
||||
sprite->runAction(RepeatForever::create(animate));
|
||||
}
|
||||
|
||||
_moveAction = MoveTo::create(4.f, Vec2(s.width / 5.f, s.height / 2.f));
|
||||
_moveAction->retain();
|
||||
auto seq = Sequence::create(_moveAction, CallFunc::create(CC_CALLBACK_0(Sprite3DWithOBBPerfromanceTest::reachEndCallBack, this)), nullptr);
|
||||
seq->setTag(100);
|
||||
sprite->runAction(seq);
|
||||
|
||||
AABB aabb = _sprite->getAABB();
|
||||
_obbt = OBB(aabb);
|
||||
|
||||
_drawDebug = DrawNode3D::create();
|
||||
addChild(_drawDebug);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::reachEndCallBack()
|
||||
{
|
||||
_sprite->stopActionByTag(100);
|
||||
auto inverse = (MoveTo*)_moveAction->reverse();
|
||||
inverse->retain();
|
||||
_moveAction->release();
|
||||
_moveAction = inverse;
|
||||
auto rot = RotateBy::create(1.0f, Vec3(0.f, 180.f, 0.f));
|
||||
auto seq = Sequence::create(rot, _moveAction, CallFunc::create(CC_CALLBACK_0(Sprite3DWithOBBPerfromanceTest::reachEndCallBack, this)), nullptr);
|
||||
seq->setTag(100);
|
||||
_sprite->runAction(seq);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::addOBBCallback(Ref* sender)
|
||||
{
|
||||
addOBBWithCount(10);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::addOBBWithCount(float value)
|
||||
{
|
||||
for(int i = 0; i < value; i++)
|
||||
{
|
||||
Vec2 randompos = Vec2(CCRANDOM_0_1() * Director::getInstance()->getWinSize().width,CCRANDOM_0_1() * Director::getInstance()->getWinSize().height);
|
||||
Vec3 extents = Vec3(10, 10, 10);
|
||||
AABB aabb(-extents, extents);
|
||||
auto obb = OBB(aabb);
|
||||
obb._center = Vec3(randompos.x,randompos.y,0);
|
||||
_obb.push_back(obb);
|
||||
}
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::delOBBCallback(Ref* sender)
|
||||
{
|
||||
delOBBWithCount(10);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::delOBBWithCount(float value)
|
||||
{
|
||||
if(_obb.size() >= 10)
|
||||
{
|
||||
_obb.erase(_obb.begin(),_obb.begin() + value);
|
||||
_drawOBB->clear();
|
||||
}
|
||||
else
|
||||
return;
|
||||
}
|
||||
void Sprite3DWithOBBPerfromanceTest::unproject(const Mat4& viewProjection, const Size* viewport, Vec3* src, Vec3* dst)
|
||||
{
|
||||
assert(dst);
|
||||
|
||||
assert(viewport->width != 0.0f && viewport->height != 0.0f);
|
||||
Vec4 screen(src->x / viewport->width, ((viewport->height - src->y)) / viewport->height, src->z, 1.0f);
|
||||
|
||||
screen.x = screen.x * 2.0f - 1.0f;
|
||||
screen.y = screen.y * 2.0f - 1.0f;
|
||||
screen.z = screen.z * 2.0f - 1.0f;
|
||||
|
||||
viewProjection.getInversed().transformVector(screen, &screen);
|
||||
|
||||
if (screen.w != 0.0f)
|
||||
{
|
||||
screen.x /= screen.w;
|
||||
screen.y /= screen.w;
|
||||
screen.z /= screen.w;
|
||||
}
|
||||
|
||||
dst->set(screen.x, screen.y, screen.z);
|
||||
}
|
||||
|
||||
void Sprite3DWithOBBPerfromanceTest::calculateRayByLocationInView(Ray* ray, const Vec2& location)
|
||||
{
|
||||
auto dir = Director::getInstance();
|
||||
auto view = dir->getWinSize();
|
||||
Mat4 mat = dir->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
||||
mat = dir->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
||||
|
||||
Vec3 src = Vec3(location.x, location.y, -1);
|
||||
Vec3 nearPoint;
|
||||
unproject(mat, &view, &src, &nearPoint);
|
||||
|
||||
src = Vec3(location.x, location.y, 1);
|
||||
Vec3 farPoint;
|
||||
unproject(mat, &view, &src, &farPoint);
|
||||
|
||||
Vec3 direction;
|
||||
Vec3::subtract(farPoint, nearPoint, &direction);
|
||||
direction.normalize();
|
||||
|
||||
ray->_origin = nearPoint;
|
||||
ray->_direction = direction;
|
||||
}
|
||||
|
||||
Sprite3DMirrorTest::Sprite3DMirrorTest()
|
||||
: _sprite(nullptr)
|
||||
, _mirrorSprite(nullptr)
|
||||
|
|
|
@ -33,6 +33,8 @@ namespace cocos2d {
|
|||
class Animate3D;
|
||||
class Sprite3D;
|
||||
class Delay;
|
||||
class Ray;
|
||||
class DrawNode3D;
|
||||
}
|
||||
|
||||
class Sprite3DTestDemo : public BaseTest
|
||||
|
@ -244,6 +246,40 @@ protected:
|
|||
cocos2d::Sprite3D* _sprite;
|
||||
};
|
||||
|
||||
class Sprite3DWithOBBPerfromanceTest : public Sprite3DTestDemo
|
||||
{
|
||||
public:
|
||||
CREATE_FUNC(Sprite3DWithOBBPerfromanceTest);
|
||||
Sprite3DWithOBBPerfromanceTest();
|
||||
virtual std::string title() const override;
|
||||
virtual std::string subtitle() const override;
|
||||
virtual void update(float dt) override;
|
||||
void addNewOBBWithCoords(Vec2 p);
|
||||
void addNewSpriteWithCoords(Vec2 p);
|
||||
void onTouchesBegan(const std::vector<Touch*>& touches, Event* event);
|
||||
void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
|
||||
void onTouchesMoved(const std::vector<Touch*>& touches, Event* event);
|
||||
void addOBBCallback(Ref* sender);
|
||||
void delOBBCallback(Ref* sender);
|
||||
void addOBBWithCount(float value);
|
||||
void delOBBWithCount(float value);
|
||||
protected:
|
||||
cocos2d::Sprite3D* _sprite;
|
||||
std::vector<OBB> _obb;
|
||||
DrawNode3D* _drawOBB;
|
||||
Label* _labelCubeCount;
|
||||
MoveTo* _moveAction;
|
||||
OBB _obbt;
|
||||
DrawNode3D* _drawDebug;
|
||||
bool _hasCollider;
|
||||
std::set<int> _intersetList;
|
||||
void initDrawBox();
|
||||
void reachEndCallBack();
|
||||
|
||||
void unproject(const Mat4& viewProjection, const Size* viewport, Vec3* src, Vec3* dst);
|
||||
void calculateRayByLocationInView(Ray* ray, const Vec2& location);
|
||||
};
|
||||
|
||||
class Sprite3DMirrorTest : public Sprite3DTestDemo
|
||||
{
|
||||
public:
|
||||
|
|
|
@ -183,6 +183,7 @@
|
|||
<ClCompile Include="..\Classes\ReleasePoolTest\ReleasePoolTest.cpp" />
|
||||
<ClCompile Include="..\Classes\ShaderTest\ShaderTest2.cpp" />
|
||||
<ClCompile Include="..\Classes\SpineTest\SpineTest.cpp" />
|
||||
<ClCompile Include="..\Classes\Sprite3DTest\DrawNode3D.cpp" />
|
||||
<ClCompile Include="..\Classes\Sprite3DTest\Sprite3DTest.cpp" />
|
||||
<ClCompile Include="..\Classes\TexturePackerEncryptionTest\TextureAtlasEncryptionTest.cpp" />
|
||||
<ClCompile Include="..\Classes\TileMapTest\TileMapTest2.cpp" />
|
||||
|
@ -370,6 +371,7 @@
|
|||
<ClInclude Include="..\Classes\ReleasePoolTest\ReleasePoolTest.h" />
|
||||
<ClInclude Include="..\Classes\ShaderTest\ShaderTest2.h" />
|
||||
<ClInclude Include="..\Classes\SpineTest\SpineTest.h" />
|
||||
<ClInclude Include="..\Classes\Sprite3DTest\DrawNode3D.h" />
|
||||
<ClInclude Include="..\Classes\Sprite3DTest\Sprite3DTest.h" />
|
||||
<ClInclude Include="..\Classes\TexturePackerEncryptionTest\TextureAtlasEncryptionTest.h" />
|
||||
<ClInclude Include="..\Classes\TileMapTest\TileMapTest2.h" />
|
||||
|
|
|
@ -864,6 +864,9 @@
|
|||
<ClCompile Include="..\Classes\Camera3DTest\Camera3DTest.cpp">
|
||||
<Filter>Classes\Camera3DTest</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Classes\Sprite3DTest\DrawNode3D.cpp">
|
||||
<Filter>Classes\Sprite3DTest</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="main.h">
|
||||
|
@ -1595,5 +1598,8 @@
|
|||
<ClInclude Include="..\Classes\Camera3DTest\Camera3DTest.h">
|
||||
<Filter>Classes\Camera3DTest</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Classes\Sprite3DTest\DrawNode3D.h">
|
||||
<Filter>Classes\Sprite3DTest</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -26,7 +26,7 @@ headers = %(cocosdir)s/cocos/cocos2d.h %(cocosdir)s/cocos/2d/CCProtectedNode.h %
|
|||
|
||||
# what classes to produce code for. You can use regular expressions here. When testing the regular
|
||||
# expression, it will be enclosed in "^$", like this: "^Menu*$".
|
||||
classes = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* .*TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console Mesh GLProgramCache GLProgramState SubMeshState AttachNode Camera
|
||||
classes = New.* Sprite.* Scene Node.* Director Layer.* Menu.* Touch .*Action.* Move.* Rotate.* Blink.* Tint.* Sequence Repeat.* Fade.* Ease.* Scale.* Transition.* Spawn Animat.* Flip.* Delay.* Skew.* Jump.* Place.* Show.* Progress.* PointArray ToggleVisibility.* RemoveSelf Hide Particle.* Label.* Atlas.* TextureCache.* Texture2D Cardinal.* CatmullRom.* ParallaxNode TileMap.* .*TMX.* CallFunc RenderTexture GridAction Grid3DAction GridBase$ .+Grid Shaky3D Waves3D FlipX3D FlipY3D Speed ActionManager Set Scheduler Timer Orbit.* Follow.* Bezier.* CardinalSpline.* Camera.* DrawNode .*3D$ Liquid$ Waves$ ShuffleTiles$ TurnOffTiles$ Split.* Twirl$ FileUtils$ GLProgram ShaderCache Application ClippingNode MotionStreak ^Ref$ UserDefault GLViewImpl GLView Image Event(?!.*(Physics).*).* Component ProtectedNode Console Mesh GLProgramCache GLProgramState SubMeshState AttachNode Camera Ray AABB OBB
|
||||
|
||||
# what should we skip? in the format ClassName::[function function]
|
||||
# ClassName is a regular expression, but will be used like this: "^ClassName$" functions are also
|
||||
|
@ -126,14 +126,17 @@ skip = Node::[setGLServerState description getUserObject .*UserData getGLServerS
|
|||
TurnOffTiles::[shuffle],
|
||||
LabelTTF::[*],
|
||||
LabelBMFont::[*],
|
||||
Mesh::[create],
|
||||
Mesh::[create getOriginAABB],
|
||||
SubMeshState::[getSkin setSkin create],
|
||||
Sprite3D::[getSkin getSubMeshState],
|
||||
Sprite3D::[getSkin getSubMeshState getAABB],
|
||||
Animation3D::[getBoneCurveByName],
|
||||
Animation3DCache::[*],
|
||||
Sprite3DMaterialCache::[*],
|
||||
Bone3D::[*],
|
||||
Scene::[getCameras]
|
||||
Scene::[getCameras],
|
||||
Ray::[*],
|
||||
AABB::[*],
|
||||
OBB::[*]
|
||||
|
||||
rename_functions = SpriteFrameCache::[addSpriteFramesWithFile=addSpriteFrames getSpriteFrameByName=getSpriteFrame],
|
||||
ProgressTimer::[setReverseProgress=setReverseDirection],
|
||||
|
|
Loading…
Reference in New Issue