Merge pull request #215 from lvlonggame/v3

fix bug: animate3D & sequence
This commit is contained in:
XiaoYang 2015-01-19 11:01:24 +08:00
commit f84c58c4ea
8 changed files with 172 additions and 79 deletions

View File

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

View File

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

View File

@ -38,106 +38,167 @@ Ray::~Ray()
{
}
bool Ray::intersects(const AABB& aabb) const
bool Ray::intersects(const AABB& box, float* distance) const
{
Vec3 ptOnPlane;
Vec3 min = aabb._min;
Vec3 max = aabb._max;
const Vec3& origin = _origin;
const Vec3& dir = _direction;
float lowt = 0.0f;
float t;
bool hit = false;
Vec3 hitpoint;
const Vec3& min = box._min;
const Vec3& max = box._max;
const Vec3& rayorig = _origin;
const Vec3& raydir = _direction;
if (dir.x != 0.f)
// Check origin inside first
if (rayorig > min && rayorig < max)
return true;
// Check each face in turn, only check closest 3
// Min x
if (rayorig.x <= min.x && raydir.x > 0)
{
if (dir.x > 0)
t = (min.x - origin.x) / dir.x;
else
t = (max.x - origin.x) / dir.x;
if (t > 0.f)
t = (min.x - rayorig.x) / raydir.x;
if (t >= 0)
{
ptOnPlane = origin + t * dir;
if (min.y < ptOnPlane.y && ptOnPlane.y < max.y && min.z < ptOnPlane.z && ptOnPlane.z < max.z)
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.y >= min.y && hitpoint.y <= max.y &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{
return true;
hit = true;
lowt = t;
}
}
}
if (dir.y != 0.f)
// Max x
if (rayorig.x >= max.x && raydir.x < 0)
{
if (dir.y > 0)
t = (min.y - origin.y) / dir.y;
else
t = (max.y - origin.y) / dir.y;
if (t > 0.f)
t = (max.x - rayorig.x) / raydir.x;
if (t >= 0)
{
ptOnPlane = origin + t * dir;
if (min.z < ptOnPlane.z && ptOnPlane.z < max.z && min.x < ptOnPlane.x && ptOnPlane.x < max.x)
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.y >= min.y && hitpoint.y <= max.y &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{
return true;
hit = true;
lowt = t;
}
}
}
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)
// Min y
if (rayorig.y <= min.y && raydir.y > 0)
{
t = (min.y - rayorig.y) / raydir.y;
if (t >= 0)
{
ptOnPlane = origin + t * dir;
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
}
}
}
// Max y
if (rayorig.y >= max.y && raydir.y < 0)
{
t = (max.y - rayorig.y) / raydir.y;
if
if (min.x < ptOnPlane.x && ptOnPlane.x < max.x && min.y < ptOnPlane.y && ptOnPlane.y < max.y)
(t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.z >= min.z && hitpoint.z <= max.z &&
(!hit || t < lowt))
{
return true;
hit = true;
lowt = t;
}
}
}
// Min z
if (rayorig.z <= min.z && raydir.z > 0)
{
t = (min.z - rayorig.z) / raydir.z;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.y >= min.y && hitpoint.y <= max.y &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
}
}
}
// Max z
if (rayorig.z >= max.z && raydir.z < 0)
{
t = (max.z - rayorig.z) / raydir.z;
if (t >= 0)
{
// Substitute t back into ray and check bounds and dist
hitpoint = rayorig + raydir * t;
if (hitpoint.x >= min.x && hitpoint.x <= max.x &&
hitpoint.y >= min.y && hitpoint.y <= max.y &&
(!hit || t < lowt))
{
hit = true;
lowt = t;
}
}
}
return false;
if (distance)
*distance = lowt;
return hit;
}
bool Ray::intersects(const OBB& obb) const
bool Ray::intersects(const OBB& obb, float* distance) 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);
return ray.intersects(aabb, distance);
}
float Ray::dist(const Plane& plane) const

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@ -61,12 +61,12 @@ public:
/**
* Check whether this ray intersects the specified bounding box.
*/
bool intersects(const AABB& aabb) const;
bool intersects(const AABB& aabb, float* distance = nullptr) const;
/**
* Check whether this ray intersects the specified obb.
*/
bool intersects(const OBB& obb) const;
bool intersects(const OBB& obb, float* distance = nullptr) const;
float dist(const Plane& plane) const;
Vec3 intersects(const Plane& plane) const;

View File

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

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

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

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