require "cocos.3d.3dConstants" local size = cc.Director:getInstance():getWinSize() local scheduler = cc.Director:getInstance():getScheduler() local attributeNames = { "a_position", "a_color", "a_texCoord", "a_texCoord1", "a_texCoord2", "a_texCoord3", "a_texCoord4", "a_texCoord5", "a_texCoord6", "a_texCoord7", "a_normal", "a_blendWeight", "a_blendIndex", } ---------------------------------------- ----Sprite3DBasicTest ---------------------------------------- local Sprite3DBasicTest = {} Sprite3DBasicTest.__index = Sprite3DBasicTest function Sprite3DBasicTest.onTouchesEnd(touches, event) for i = 1,table.getn(touches) do local location = touches[i]:getLocation() Sprite3DBasicTest.addNewSpriteWithCoords(Helper.currentLayer, location.x, location.y ) end end function Sprite3DBasicTest.addNewSpriteWithCoords(parent,x,y) local sprite = cc.Sprite3D:create("Sprite3DTest/boss1.obj") sprite:setScale(3.0) sprite:setTexture("Sprite3DTest/boss.png") parent:addChild(sprite) sprite:setPosition(cc.p(x,y)) local random = math.random() local action = nil if random < 0.2 then action = cc.ScaleBy:create(3,2) elseif random < 0.4 then action = cc.RotateBy:create(3, 360) elseif random < 0.6 then action = cc.Blink:create(1, 3) elseif random < 0.8 then action = cc.TintBy:create(2, 0, -255, -255) else action = cc.FadeOut:create(2) end local action_back = action:reverse() local seq = cc.Sequence:create(action, action_back) sprite:runAction(cc.RepeatForever:create(seq)) end function Sprite3DBasicTest.create() local layer = cc.Layer:create() Helper.initWithLayer(layer) Helper.titleLabel:setString("Testing Sprite3D") Helper.subtitleLabel:setString("Tap screen to add more sprites") local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(Sprite3DBasicTest.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED ) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer) Sprite3DBasicTest.addNewSpriteWithCoords(layer, size.width / 2, size.height / 2) return layer end ---------------------------------------- ----Sprite3DHitTest ---------------------------------------- local Sprite3DHitTest = {} Sprite3DHitTest.__index = Sprite3DHitTest function Sprite3DHitTest.create() local layer = cc.Layer:create() Helper.initWithLayer(layer) Helper.titleLabel:setString("Testing Sprite3D Touch in 2D") Helper.subtitleLabel:setString("Tap Sprite3D and Drag") local sprite1 = cc.Sprite3D:create("Sprite3DTest/boss1.obj") sprite1:setScale(4.0) sprite1:setTexture("Sprite3DTest/boss.png") sprite1:setPosition( cc.p(size.width/2, size.height/2) ) sprite1:runAction(cc.RepeatForever:create(cc.RotateBy:create(3, 360))) layer:addChild(sprite1) local sprite2 = cc.Sprite3D:create("Sprite3DTest/boss1.obj") sprite2:setScale(4.0) sprite2:setTexture("Sprite3DTest/boss.png") sprite2:setPosition( cc.p(size.width/2, size.height/2) ) sprite2:setAnchorPoint(cc.p(0.5, 0.5)) sprite2:runAction(cc.RepeatForever:create(cc.RotateBy:create(3, -360))) layer:addChild(sprite2) local listener = cc.EventListenerTouchOneByOne:create() listener:setSwallowTouches(true) listener:registerScriptHandler(function (touch, event) local target = event:getCurrentTarget() local rect = target:getBoundingBox() if cc.rectContainsPoint(rect, touch:getLocation()) then print(string.format("sprite3d began... x = %f, y = %f", touch:getLocation().x, touch:getLocation().y)) target:setOpacity(100) return true end return false end,cc.Handler.EVENT_TOUCH_BEGAN ) listener:registerScriptHandler(function (touch, event) local target = event:getCurrentTarget() local x,y = target:getPosition() target:setPosition(cc.p(x + touch:getDelta().x, y + touch:getDelta().y)) end, cc.Handler.EVENT_TOUCH_MOVED) listener:registerScriptHandler(function (touch, event) local target = event:getCurrentTarget() print("sprite3d onTouchEnd") target:setOpacity(255) end, cc.Handler.EVENT_TOUCH_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, sprite1) eventDispatcher:addEventListenerWithSceneGraphPriority(listener:clone(), sprite2) return layer end ---------------------------------------- ----Sprite3DWithSkinTest ---------------------------------------- local Sprite3DWithSkinTest = {} Sprite3DWithSkinTest.__index = Sprite3DWithSkinTest Sprite3DWithSkinTest._animateQuality = cc.Animate3DQuality.QUALITY_HIGH Sprite3DWithSkinTest._sprites = {} function Sprite3DWithSkinTest.onTouchesEnd(touches, event) for i = 1,table.getn(touches) do local location = touches[i]:getLocation() Sprite3DWithSkinTest.addNewSpriteWithCoords(Helper.currentLayer, location.x, location.y ) end end function Sprite3DWithSkinTest.addNewSpriteWithCoords(parent,x,y) local sprite = cc.Sprite3D:create("Sprite3DTest/orc.c3b") sprite:setScale(3) sprite:setRotation3D({x = 0, y = 180, z = 0}) sprite:setPosition(cc.p(x, y)) parent:addChild(sprite) table.insert(Sprite3DWithSkinTest._sprites, sprite) local animation = cc.Animation3D:create("Sprite3DTest/orc.c3b") if nil ~= animation then local animate = cc.Animate3D:create(animation) local inverse = false if math.random() == 0 then inverse = true end local rand2 = math.random() local speed = 1.0 if rand2 < 1/3 then speed = animate:getSpeed() + math.random() elseif rand2 < 2/3 then speed = animate:getSpeed() - 0.5 * math.random() end if inverse then animate:setSpeed(-speed) else animate:setSpeed(speed) end animate:setTag(110) animate:setQuality(Sprite3DWithSkinTest._animateQuality) local repeate = cc.RepeatForever:create(animate) repeate:setTag(110) sprite:runAction(repeate) end end function Sprite3DWithSkinTest.create() local layer = cc.Layer:create() Helper.initWithLayer(layer) Helper.titleLabel:setString("Testing Sprite3D for animation from c3t") Helper.subtitleLabel:setString("Tap screen to add more sprite3D") local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(Sprite3DWithSkinTest.onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED ) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer) Sprite3DWithSkinTest._sprites = {} Sprite3DWithSkinTest.addNewSpriteWithCoords(layer, size.width / 2, size.height / 2) cc.MenuItemFont:setFontName("fonts/arial.ttf") cc.MenuItemFont:setFontSize(15) local menuItem = cc.MenuItemFont:create("High Quality") Sprite3DWithSkinTest._animateQuality = cc.Animate3DQuality.QUALITY_HIGH menuItem:registerScriptTapHandler(function(tag, sender) Sprite3DWithSkinTest._animateQuality = Sprite3DWithSkinTest._animateQuality + 1 if Sprite3DWithSkinTest._animateQuality > cc.Animate3DQuality.QUALITY_HIGH then Sprite3DWithSkinTest._animateQuality = cc.Animate3DQuality.QUALITY_NONE end if Sprite3DWithSkinTest._animateQuality == cc.Animate3DQuality.QUALITY_NONE then menuItem:setString("None Quality") elseif Sprite3DWithSkinTest._animateQuality == cc.Animate3DQuality.QUALITY_LOW then menuItem:setString("Low Quality") elseif Sprite3DWithSkinTest._animateQuality == cc.Animate3DQuality.QUALITY_HIGH then menuItem:setString("High Quality") end for i,spriteIter in ipairs(Sprite3DWithSkinTest._sprites) do local repAction = spriteIter:getActionByTag(110) local animate3D = repAction:getInnerAction() animate3D:setQuality(Sprite3DWithSkinTest._animateQuality) end end) local menu = cc.Menu:create(menuItem) menu:setPosition(cc.p(0.0, 0.0)) menuItem:setPosition(VisibleRect:left().x + 50, VisibleRect:top().y -70) layer:addChild(menu, 1) return layer end ---------------------------------------- ----Animate3DTest ---------------------------------------- local State = { SWIMMING = 0, SWIMMING_TO_HURT = 1, HURT = 2, HURT_TO_SWIMMING = 3, } local Animate3DTest = {} Animate3DTest.__index = Animate3DTest function Animate3DTest.extend(target) local t = tolua.getpeer(target) if not t then t = {} tolua.setpeer(target, t) end setmetatable(t, Animate3DTest) return target end function Animate3DTest:onEnter() self._hurt = nil self._swim = nil self._sprite = nil self._moveAction = nil self._transTime = 0.1 self._elapseTransTime = 0.0 local function renewCallBack() self._sprite:stopActionByTag(101) self._state = State.HURT_TO_SWIMMING end local function onTouchesEnd(touches, event ) for i = 1,table.getn(touches) do local location = touches[i]:getLocation() if self._sprite ~= nil then local len = cc.pGetLength(cc.pSub(cc.p(self._sprite:getPosition()), location)) if len < 40 then if self._state == State.SWIMMING then self._sprite:runAction(self._hurt) local delay = cc.DelayTime:create(self._hurt:getDuration() - 0.1) local seq = cc.Sequence:create(delay, cc.CallFunc:create(renewCallBack)) seq:setTag(101) self._sprite:runAction(seq) self._state = State.SWIMMING_TO_HURT end return end end end end self:addSprite3D() local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(onTouchesEnd,cc.Handler.EVENT_TOUCHES_ENDED ) local eventDispatcher = self:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self) local function update(dt) if self._state == State.HURT_TO_SWIMMING then self._elapseTransTime = self._elapseTransTime + dt local t = self._elapseTransTime / self._transTime if t >= 1.0 then t = 1.0 self._sprite:stopAction(self._hurt) self._state = State.SWIMMING end self._swim:setWeight(t) self._hurt:setWeight(1.0 - t) elseif self._state == State.SWIMMING_TO_HURT then self._elapseTransTime = self._elapseTransTime + dt local t = self._elapseTransTime / self._transTime if t >= 1.0 then t = 1.0 self._state = State.HURT end self._swim:setWeight(1.0 - t) self._hurt:setWeight(t) end end self:scheduleUpdateWithPriorityLua(update,0) end function Animate3DTest:onExit() self._moveAction:release() self._hurt:release() self._swim:release() self:unscheduleUpdate() end function Animate3DTest:addSprite3D() -- body local fileName = "Sprite3DTest/tortoise.c3b" local sprite = cc.Sprite3D:create(fileName) sprite:setScale(0.1) local winSize = cc.Director:getInstance():getWinSize() sprite:setPosition(cc.p(winSize.width * 4.0 / 5.0, winSize.height / 2.0)) self:addChild(sprite) self._sprite = sprite local animation = cc.Animation3D:create(fileName) if nil ~= animation then local animate = cc.Animate3D:create(animation, 0.0, 1.933) sprite:runAction(cc.RepeatForever:create(animate)) self._swim = animate self._swim:retain() self._hurt = cc.Animate3D:create(animation, 1.933, 2.8) self._hurt:retain() self._state = State.SWIMMING end self._moveAction = cc.MoveTo:create(4.0, cc.p(winSize.width / 5.0, winSize.height / 2.0)) self._moveAction:retain() local function reachEndCallBack() local winSize = cc.Director:getInstance():getWinSize() self._sprite:stopActionByTag(100) local inverse = cc.MoveTo:create(4.0, cc.p(winSize.width - self._sprite:getPositionX(), winSize.height / 2.0)) inverse:retain() self._moveAction:release() self._moveAction = inverse local rot = cc.RotateBy:create(1.0, { x = 0.0, y = 180.0, z = 0.0}) local seq = cc.Sequence:create(rot, self._moveAction, cc.CallFunc:create(reachEndCallBack)) seq:setTag(100) self._sprite:runAction(seq) end local seq = cc.Sequence:create(self._moveAction, cc.CallFunc:create(reachEndCallBack)) seq:setTag(100) sprite:runAction(seq) end function Animate3DTest.create() local layer = Animate3DTest.extend(cc.Layer:create()) if nil ~= layer then Helper.initWithLayer(layer) Helper.titleLabel:setString("Testing Animate3D") Helper.subtitleLabel:setString("Touch to beat the tortoise") local function onNodeEvent(event) if "enter" == event then layer:onEnter() elseif "exit" == event then layer:onExit() end end layer:registerScriptHandler(onNodeEvent) end return layer end ---------------------------------------- ----AttachmentTest ---------------------------------------- local AttachmentTest = {} AttachmentTest.__index = AttachmentTest function AttachmentTest.create() local layer = cc.Layer:create() Helper.initWithLayer(layer) Helper.titleLabel:setString("Testing Sprite3D Attachment") Helper.subtitleLabel:setString("touch to switch weapon") local _sprite = nil local _hasWeapon = nil local function addNewSpriteWithCoords(pos) local fileName = "Sprite3DTest/orc.c3b" local sprite = cc.Sprite3D:create(fileName) sprite:setScale(5) sprite:setRotation3D({x = 0, y =180, z = 0}) layer:addChild(sprite) sprite:setPosition( cc.p( pos.x, pos.y) ) --test attach local sp = cc.Sprite3D:create("Sprite3DTest/axe.c3b") sprite:getAttachNode("Bip001 R Hand"):addChild(sp) local animation = cc.Animation3D:create(fileName) if nil ~=animation then local animate = cc.Animate3D:create(animation) sprite:runAction(cc.RepeatForever:create(animate)) end _sprite = sprite _hasWeapon = true end addNewSpriteWithCoords(cc.p(size.width / 2, size.height / 2)) local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(function (touches, event) if _hasWeapon then _sprite:removeAllAttachNode() else local sp = cc.Sprite3D:create("Sprite3DTest/axe.c3b") _sprite:getAttachNode("Bip001 R Hand"):addChild(sp) end _hasWeapon = not _hasWeapon end,cc.Handler.EVENT_TOUCHES_ENDED) local eventDispatcher = layer:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, layer) return layer end ---------------------------------------- ----Sprite3DReskinTest ---------------------------------------- local Sprite3DReskinTest = {} Sprite3DReskinTest.__index = Sprite3DReskinTest function Sprite3DReskinTest.extend(target) local t = tolua.getpeer(target) if not t then t = {} tolua.setpeer(target, t) end setmetatable(t, Sprite3DReskinTest) return target end function Sprite3DReskinTest:init() self._girlPants = {} self._usePantsId = 0 self._girlUpperBody = {} self._useUpBodyId = 0 self._girlShoes = {} self._useShoesId = 0 self._girlHair = {} self._useHairId = 0 self._sprite = nil self:addNewSpriteWithCoords(cc.p(size.width / 2, size.height / 2)) local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(function (touches, event) end,cc.Handler.EVENT_TOUCHES_ENDED) local eventDispatcher = self:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self) local ttfConfig = {} ttfConfig.fontFilePath = "fonts/arial.ttf" ttfConfig.fontSize = 20 local label1 = cc.Label:createWithTTF(ttfConfig,"Hair") local item1 = cc.MenuItemLabel:create(label1) item1:registerScriptTapHandler(function (tag, sender ) -- swithHair self._useHairId = self._useHairId + 1 if self._useHairId > 1 then self._useHairId = 0 end if self._useHairId >= 0 and self._sprite ~= nil then for i=1,2 do local subMesh = self._sprite:getMeshByName(self._girlHair[i]) if nil ~= subMesh then if (i - 1) == self._useHairId then subMesh:setVisible(true) else subMesh:setVisible(false) end end end end end) local label2 = cc.Label:createWithTTF(ttfConfig,"Glasses") local item2 = cc.MenuItemLabel:create(label2) item2:registerScriptTapHandler(function (tag, sender ) -- switchGlasses local subMesh = self._sprite:getMeshByName("Girl_Glasses01") if nil ~= subMesh then if subMesh:isVisible() then subMesh:setVisible(false) else subMesh:setVisible(true) end end end) local label3 = cc.Label:createWithTTF(ttfConfig,"Coat") local item3 = cc.MenuItemLabel:create(label3) item3:registerScriptTapHandler(function (tag, sender ) -- switchCoat self._useUpBodyId = self._useUpBodyId + 1 if self._useUpBodyId > 1 then self._useUpBodyId = 0 end if self._useUpBodyId >= 0 and nil ~= self._sprite then for i=1,2 do local subMesh = self._sprite:getMeshByName(self._girlUpperBody[i]) if nil ~=subMesh then if (i - 1) == self._useUpBodyId then subMesh:setVisible(true) else subMesh:setVisible(false) end end end end end) local label4 = cc.Label:createWithTTF(ttfConfig,"Pants") local item4 = cc.MenuItemLabel:create(label4) item4:registerScriptTapHandler(function (tag, sender ) -- switchPants self._usePantsId = self._usePantsId + 1 if self._usePantsId > 1 then self._usePantsId = 0 end if self._usePantsId >= 0 and nil ~= self._sprite then for i=1,2 do local subMesh = self._sprite:getMeshByName(self._girlPants[i]) if nil ~= subMesh then if (i - 1) == self._usePantsId then subMesh:setVisible(true) else subMesh:setVisible(false) end end end end end) local label5 = cc.Label:createWithTTF(ttfConfig,"Shoes") local item5 = cc.MenuItemLabel:create(label5) item5:registerScriptTapHandler(function (tag, sender ) -- switchShoes self._useShoesId = self._useShoesId + 1 if self._useShoesId > 1 then self._useShoesId = 0 end if self._useShoesId >= 0 and nil ~= self._sprite then for i=1,2 do local subMesh = self._sprite:getMeshByName(self._girlShoes[i]) if nil ~= subMesh then if (i - 1) == self._useShoesId then subMesh:setVisible(true) else subMesh:setVisible(false) end end end end end) item1:setPosition( cc.p(VisibleRect:left().x+50, VisibleRect:bottom().y+item1:getContentSize().height*4 ) ) item2:setPosition( cc.p(VisibleRect:left().x+50, VisibleRect:bottom().y+item1:getContentSize().height *5 ) ) item3:setPosition( cc.p(VisibleRect:left().x+50, VisibleRect:bottom().y+item1:getContentSize().height*6 ) ) item4:setPosition( cc.p(VisibleRect:left().x+50, VisibleRect:bottom().y+item1:getContentSize().height *7 ) ) item5:setPosition( cc.p(VisibleRect:left().x+50, VisibleRect:bottom().y+item1:getContentSize().height *8 ) ) local menu = cc.Menu:create(item1,item2,item3,item4,item5) menu:setPosition(cc.p(0,0)) self:addChild(menu, 10) end function Sprite3DReskinTest:addNewSpriteWithCoords(pos) self._girlPants = {"Girl_LowerBody01", "Girl_LowerBody02"} self._girlUpperBody = {"Girl_UpperBody01", "Girl_UpperBody02"} self._girlShoes = {"Girl_Shoes01", "Girl_Shoes02"} self._girlHair = {"Girl_Hair01", "Girl_Hair02"} self._usePantsId = 0 self._useUpBodyId = 0 self._useShoesId =0 self._useHairId = 0 local fileName = "Sprite3DTest/ReskinGirl.c3b" local sprite = cc.Sprite3D:create(fileName) sprite:setScale(4) sprite:setRotation3D({x = 0, y =0 ,z = 0}) local girlPants = sprite:getMeshByName(self._girlPants[2]) if nil ~= girlPants then girlPants:setVisible(false) end local girlShoes = sprite:getMeshByName(self._girlShoes[2]) if nil ~= girlShoes then girlShoes:setVisible(false) end local girlHair = sprite:getMeshByName(self._girlHair[2]) if nil ~= girlHair then girlHair:setVisible(false) end local girlUpBody = sprite:getMeshByName( self._girlUpperBody[2]) if nil ~=girlUpBody then girlUpBody:setVisible(false) end self:addChild(sprite) sprite:setPosition( cc.p( pos.x, pos.y-60) ) local animation = cc.Animation3D:create(fileName) if nil ~= animation then local animate = cc.Animate3D:create(animation) sprite:runAction(cc.RepeatForever:create(animate)) end self._sprite = sprite end function Sprite3DReskinTest.create() local layer = Sprite3DReskinTest.extend(cc.Layer:create()) if nil ~= layer then Helper.initWithLayer(layer) Helper.titleLabel:setString("Testing Sprite3D Reskin") layer:init() end return layer end ---------------------------------------- ----Sprite3DWithOBBPerfromanceTest ---------------------------------------- local Sprite3DWithOBBPerfromanceTest = class("Sprite3DWithOBBPerfromanceTest",function() return cc.Layer:create() end) function Sprite3DWithOBBPerfromanceTest:ctor() self._obb = {} local listener = cc.EventListenerTouchAllAtOnce:create() listener:registerScriptHandler(function (touches, event) for i,touch in ipairs(touches) do local location = touch:getLocationInView() if nil ~= self._obb and #self._obb > 0 then self._intersetList = {} local ray = cc.Ray:new() self:calculateRayByLocationInView(ray, location) for idx,value in ipairs(self._obb) do if ray:intersects(value) then table.insert(self._intersetList, idx) return end end end end end,cc.Handler.EVENT_TOUCHES_BEGAN) listener:registerScriptHandler(function (touches, event) end,cc.Handler.EVENT_TOUCHES_ENDED) listener:registerScriptHandler(function (touches, event) for i,touch in ipairs(touches) do local location = touch:getLocation() for idx,value in ipairs(self._obb) do for lstIdx,lstValue in ipairs(self._intersetList) do if idx == lstValue then self._obb[idx]._center = cc.vec3(location.x,location.y,0) end end end end end,cc.Handler.EVENT_TOUCHES_MOVED) local eventDispatcher = self:getEventDispatcher() eventDispatcher:addEventListenerWithSceneGraphPriority(listener, self) local s = cc.Director:getInstance():getWinSize() self:initDrawBox() self:addNewSpriteWithCoords(cc.p(s.width/2, s.height/2)) cc.MenuItemFont:setFontName("fonts/arial.ttf") cc.MenuItemFont:setFontSize(65) local decrease = cc.MenuItemFont:create(" - ") decrease:registerScriptTapHandler(function(tag, sender) self:delOBBWithCount(10) end) decrease:setColor(cc.c3b(0, 200, 20)) local increase = cc.MenuItemFont:create(" + ") increase:registerScriptTapHandler(function(tag, sender) self:addOBBWithCount(10) end) increase:setColor(cc.c3b(0, 200, 20)) local menu = cc.Menu:create(decrease, increase) menu:alignItemsHorizontally() menu:setPosition(cc.p(s.width/2, s.height - 90)) self:addChild(menu, 1) local ttfConfig = {} ttfConfig.fontFilePath = "fonts/Marker Felt.ttf" ttfConfig.fontSize = 30 self._labelCubeCount = cc.Label:createWithTTF(ttfConfig,"0 cubes") self._labelCubeCount:setColor(cc.c3b(0,200,20)) self._labelCubeCount:setPosition(cc.p(s.width/2, s.height-90)) self:addChild(self._labelCubeCount) self:addOBBWithCount(10) self:scheduleUpdateWithPriorityLua(function(dt) self._labelCubeCount:setString(string.format("%u cubes", #self._obb)) if nil ~= self._drawDebug then self._drawDebug:clear() local mat = self._sprite:getNodeToWorldTransform() self._obbt._xAxis = cc.vec3(mat[1], mat[2], mat[3]) self._obbt._xAxis = cc.vec3normalize(self._obbt._xAxis) self._obbt._yAxis = cc.vec3(mat[5], mat[6], mat[7]) self._obbt._yAxis = cc.vec3normalize(self._obbt._yAxis) self._obbt._zAxis = cc.vec3(-mat[9], -mat[10], -mat[11]) self._obbt._zAxis = cc.vec3normalize(self._obbt._zAxis) self._obbt._center = self._sprite:getPosition3D() local corners = {} for i=1,8 do corners[i] = {} end corners = self._obbt:getCorners(corners) self._drawDebug:drawCube(corners, cc.c4f(0, 0, 1, 1)) end if #self._obb > 0 then self._drawOBB:clear() for i= 1, #self._obb do local corners = {} for i=1,8 do corners[i] = {} end corners = self._obb[i]:getCorners(corners) if self._obbt:intersects(self._obb[i]) then self._drawOBB:drawCube(corners, cc.c4f(1, 0, 0, 1)) else self._drawOBB:drawCube(corners, cc.c4f(0, 1, 0, 1)) end end end end, 0) end function Sprite3DWithOBBPerfromanceTest:addOBBWithCount( value ) for i=1,value do local randompos = cc.p(math.random() * cc.Director:getInstance():getWinSize().width, math.random() * cc.Director:getInstance():getWinSize().height) local extents = cc.vec3(10, 10, 10) local aabb = cc.AABB:new({x = -10, y = -10, z = -10}, extents) local obb = cc.OBB:new(aabb) obb._center = cc.vec3(randompos.x,randompos.y,0) table.insert(self._obb, obb) end end function Sprite3DWithOBBPerfromanceTest:delOBBWithCount( value ) if #self._obb >= 10 then for i= 1, 10 do table.remove(self._obb) end self._drawOBB:clear() end end function Sprite3DWithOBBPerfromanceTest:initDrawBox() self._drawOBB = cc.DrawNode3D:create() self:addChild(self._drawOBB ) end function Sprite3DWithOBBPerfromanceTest:unproject( viewProjection, viewport, src, dst) assert(viewport.width ~= 0.0 and viewport.height ~= 0) local screen = cc.vec4(src.x / viewport.width, (viewport.height - src.y) / viewport.height, src.z, 1.0) screen.x = screen.x * 2.0 - 1.0 screen.y = screen.y * 2.0 - 1.0 screen.z = screen.z * 2.0 - 1.0 local inversed = cc.mat4.new(viewProjection:getInversed()) screen = inversed:transformVector(screen) if screen.w ~= 0.0 then screen.x = screen.x / screen.w screen.y = screen.y / screen.w screen.z = screen.z / screen.w end dst.x = screen.x dst.y = screen.y dst.z = screen.z return viewport, src, dst end function Sprite3DWithOBBPerfromanceTest:calculateRayByLocationInView(ray, location) local dir = cc.Director:getInstance() local view = dir:getWinSize() local mat = cc.mat4.new(dir:getMatrix(cc.MATRIX_STACK_TYPE.PROJECTION)) local src = cc.vec3(location.x, location.y, -1) local nearPoint = {} view, src, nearPoint = self:unproject(mat, view, src, nearPoint) src = cc.vec3(location.x, location.y, 1) local farPoint = {} view, src, farPoint = self:unproject(mat, view, src, farPoint) local direction = {} direction.x = farPoint.x - nearPoint.x direction.y = farPoint.y - nearPoint.y direction.z = farPoint.z - nearPoint.z direction = cc.vec3normalize(direction) ray._origin = nearPoint ray._direction = direction end function Sprite3DWithOBBPerfromanceTest:addNewSpriteWithCoords(vec2) local fileName = "Sprite3DTest/tortoise.c3b" local sprite = cc.Sprite3D:create(fileName) sprite:setScale(0.1) local s = cc.Director:getInstance():getWinSize() sprite:setPosition(cc.p(s.width * 4.0 / 5.0, s.height / 2.0)) self:addChild(sprite) self._sprite = sprite local animation = cc.Animation3D:create(fileName) if nil ~= animation then local animate = cc.Animate3D:create(animation, 0.0, 1.933) sprite:runAction(cc.RepeatForever:create(animate)) end self._moveAction = cc.MoveTo:create(4.0, cc.p(s.width / 5.0, s.height / 2.0)) self._moveAction:retain() local function reachEndCallBack() local s = cc.Director:getInstance():getWinSize() self._sprite:stopActionByTag(100) local inverse = cc.MoveTo:create(4.0, cc.p(s.width - self._sprite:getPositionX(), s.height / 2.0)) inverse:retain() self._moveAction:release() self._moveAction = inverse local rot = cc.RotateBy:create(1.0, { x = 0.0, y = 180.0, z = 0.0}) local seq = cc.Sequence:create(rot, self._moveAction, cc.CallFunc:create(reachEndCallBack)) seq:setTag(100) self._sprite:runAction(seq) end local seq = cc.Sequence:create(self._moveAction, cc.CallFunc:create(reachEndCallBack)) seq:setTag(100) sprite:runAction(seq) local aabb = self._sprite:getAABB() self._obbt = cc.OBB:new(aabb) self._drawDebug = cc.DrawNode3D:create() self:addChild(self._drawDebug) end function Sprite3DWithOBBPerfromanceTest.create() local layer = Sprite3DWithOBBPerfromanceTest.new() Helper.initWithLayer(layer) Helper.titleLabel:setString("OBB Collison Perfromance Test") return layer end ---------------------------------------- ----Sprite3DMirrorTest ---------------------------------------- local Sprite3DMirrorTest = {} Sprite3DMirrorTest.__index = Sprite3DMirrorTest function Sprite3DMirrorTest.create() local layer = cc.Layer:create() Helper.initWithLayer(layer) Helper.titleLabel:setString("Sprite3D Mirror Test") local fileName = "Sprite3DTest/orc.c3b" local sprite = cc.Sprite3D:create(fileName) sprite:setScale(5.0) sprite:setRotation3D({x = 0, y = 180, z = 0}) sprite:setPosition( cc.p(size.width/2 - 80, size.height/2) ) layer:addChild(sprite) local sp = cc.Sprite3D:create("Sprite3DTest/axe.c3b") sprite:getAttachNode("Bip001 R Hand"):addChild(sp) local animation = cc.Animation3D:create(fileName) if nil ~= animation then local animate = cc.Animate3D:create(animation) sprite:runAction(cc.RepeatForever:create(animate)) end --create mirror Sprite3D sprite = cc.Sprite3D:create(fileName) sprite:setScale(5) sprite:setScaleX(-5) sprite:setCullFace(gl.FRONT) sprite:setRotation3D({x = 0, y = 180,z = 0}) layer:addChild(sprite) sprite:setPosition( cc.p( size.width/2 + 80, size.height/2)) --test attach sp = cc.Sprite3D:create("Sprite3DTest/axe.c3b") sprite:getAttachNode("Bip001 R Hand"):addChild(sp) animation = cc.Animation3D:create(fileName) if nil ~= animation then local animate = cc.Animate3D:create(animation) sprite:runAction(cc.RepeatForever:create(animate)) end return layer end ---------------------------------------- ----AsyncLoadSprite3DTest ---------------------------------------- local AsyncLoadSprite3DTest = class("AsyncLoadSprite3DTest", function () local layer = cc.Layer:create() Helper.initWithLayer(layer) return layer end) function AsyncLoadSprite3DTest:ctor() -- body self:init() end function AsyncLoadSprite3DTest:init() Helper.titleLabel:setString(self:title()) Helper.subtitleLabel:setString(self:subtitle()) self:registerScriptHandler(function (event) if event == "enter" then self:onEnter() elseif event == "exit" then self:onExit() end end) end function AsyncLoadSprite3DTest:title() return "Testing Sprite3D:createAsync" end function AsyncLoadSprite3DTest:subtitle() return "" end function AsyncLoadSprite3DTest:onEnter() local ttfConfig = {} ttfConfig.fontFilePath = "fonts/arial.ttf" ttfConfig.fontSize = 15 local paths = {"Sprite3DTest/boss.obj", "Sprite3DTest/girl.c3b", "Sprite3DTest/orc.c3b", "Sprite3DTest/ReskinGirl.c3b", "Sprite3DTest/axe.c3b"} local label1 = cc.Label:createWithTTF(ttfConfig,"AsyncLoad Sprite3D") local item1 = cc.MenuItemLabel:create(label1) function menuCallback_asyncLoadSprite(tag, sender) --Note that you must stop the tasks before leaving the scene. cc.AsyncTaskPool:getInstance():stopTasks(cc.AsyncTaskPool.TaskType.TASK_IO) local node = self:getChildByTag(101) --remove all loaded sprite node:removeAllChildren() --remove cache data cc.Sprite3DCache:getInstance():removeAllSprite3DData() local function callback(sprite, index) local node = self:getChildByTag(101) local s = cc.Director:getInstance():getWinSize() local width = s.width / (#paths) local point = cc.p(width * (0.5 + index), s.height / 2.0) sprite:setPosition(point) node:addChild(sprite) end cc.Sprite3D:createAsync(paths[1], function(sprite) callback(sprite, 0) end) cc.Sprite3D:createAsync(paths[2], function(sprite) callback(sprite, 1) end) cc.Sprite3D:createAsync(paths[3], function(sprite) callback(sprite, 2) end) cc.Sprite3D:createAsync(paths[4], function(sprite) callback(sprite, 3) end) cc.Sprite3D:createAsync(paths[5], function(sprite) callback(sprite, 4) end) end item1:registerScriptTapHandler(menuCallback_asyncLoadSprite) local s = cc.Director:getInstance():getWinSize() item1:setPosition( s.width * 0.5, s.height * 0.8) local menu = cc.Menu:create(item1) menu:setPosition(cc.p(0,0)) self:addChild(menu, 10) local node = cc.Node:create() node:setTag(101) self:addChild(node) menuCallback_asyncLoadSprite() end function AsyncLoadSprite3DTest:onExit() end ---------------------------------------- ----Sprite3DCubeTexture ---------------------------------------- local Sprite3DCubeMapTest = class("Sprite3DCubeMapTest", function () local layer = cc.Layer:create() return layer end) function Sprite3DCubeMapTest:ctor() -- body self:init() self._textureCube = nil self._skyBox = nil self._teapot = nil end function Sprite3DCubeMapTest:init() self:registerScriptHandler(function (event) if event == "enter" then self:onEnter() elseif event == "exit" then self:onExit() end end) end function Sprite3DCubeMapTest:title() return "CubeMap & Skybox Test" end function Sprite3DCubeMapTest:subtitle() return "" end function Sprite3DCubeMapTest:onEnter() local s = cc.Director:getInstance():getWinSize() self:addNewSpriteWithCoords(cc.p(s.width / 2, s.height / 2)) Helper.initWithLayer(self) Helper.titleLabel:setString(self:title()) Helper.subtitleLabel:setString(self:subtitle()) end function Sprite3DCubeMapTest:onExit() local targetPlatform = cc.Application:getInstance():getTargetPlatform() if targetPlatform == cc.PLATFORM_OS_ANDROID or targetPlatform == cc.PLATFORM_OS_WINRT or targetPlatform == cc.PLATFORM_OS_WP8 then cc.Director:getInstance():getEventDispatcher():removeEventListener(self._backToForegroundListener) end end function Sprite3DCubeMapTest:addNewSpriteWithCoords(pos) local visibleSize = cc.Director:getInstance():getVisibleSize() local camera = cc.Camera:createPerspective(60, visibleSize.width / visibleSize.height, 10, 1000) camera:setPosition3D(cc.vec3(0.0, 0.0, 50.0)) camera:setCameraFlag(cc.CameraFlag.USER1) --create a teapot self._teapot = cc.Sprite3D:create("Sprite3DTest/teapot.c3b") local shader = cc.GLProgram:createWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag") local state = cc.GLProgramState:create(shader) self._textureCube = cc.TextureCube:create("Sprite3DTest/skybox/left.jpg", "Sprite3DTest/skybox/right.jpg", "Sprite3DTest/skybox/top.jpg", "Sprite3DTest/skybox/bottom.jpg", "Sprite3DTest/skybox/front.jpg", "Sprite3DTest/skybox/back.jpg") --set texture parameters local tRepeatParams = { magFilter=gl.LINEAR , minFilter=gl.LINEAR , wrapS=gl.MIRRORED_REPEAT , wrapT=gl.MIRRORED_REPEAT } self._textureCube:setTexParameters(tRepeatParams) --pass the texture sampler to our custom shader state:setUniformTexture("u_cubeTex", self._textureCube) self._teapot:setGLProgramState(state) self._teapot:setPosition3D(cc.vec3(0, -5, 0)) self._teapot:setRotation3D(cc.vec3(-90, 180, 0)) local rotate_action = cc.RotateBy:create(1.5, cc.vec3(0, 30, 0)) self._teapot:runAction(cc.RepeatForever:create(rotate_action)) --pass mesh's attribute to shader local attributeNames = { "a_position", "a_color", "a_texCoord", "a_texCoord1", "a_texCoord2", "a_texCoord3", "a_normal", "a_blendWeight", "a_blendIndex", } local offset = 0 local attributeCount = self._teapot:getMesh():getMeshVertexAttribCount() for i = 1, attributeCount do local meshattribute = self._teapot:getMesh():getMeshVertexAttribute(i - 1) state:setVertexAttribPointer(attributeNames[meshattribute.vertexAttrib+1], meshattribute.size, meshattribute.type, false, self._teapot:getMesh():getVertexSizeInBytes(), offset) offset = offset + meshattribute.attribSizeBytes end self:addChild(self._teapot) --config skybox self._skyBox = cc.Skybox:create() self._skyBox:setTexture(self._textureCube) self:addChild(self._skyBox) self:addChild(camera) self:setCameraMask(2) local targetPlatform = cc.Application:getInstance():getTargetPlatform() if targetPlatform == cc.PLATFORM_OS_ANDROID or targetPlatform == cc.PLATFORM_OS_WINRT or targetPlatform == cc.PLATFORM_OS_WP8 then self._backToForegroundListener = cc.EventListenerCustom:create("event_renderer_recreated", function (eventCustom) local state = self._teapot:getGLProgramState() local glProgram = state:getGLProgram() glProgramreset() glProgram:initWithFilenames("Sprite3DTest/cube_map.vert", "Sprite3DTest/cube_map.frag") glProgram:link() glProgram:updateUniforms() self._textureCube:reloadTexture() local tRepeatParams = { magFilter=gl.NEAREST , minFilter=gl.NEAREST , wrapS=gl.MIRRORED_REPEAT , wrapT=gl.MIRRORED_REPEAT } self._textureCube:setTexParameters(tRepeatParams) state:setUniformTexture("u_cubeTex", self._textureCube) self._skyBox:reload() self._skyBox:setTexture(self._textureCube) end) cc.Director:getInstance():getEventDispatcher():addEventListenerWithFixedPriority(self._backToForegroundListener, -1) end end ---------------------------------------- ----Sprite3DNormalMappingTest ---------------------------------------- local Sprite3DNormalMappingTest = class("Sprite3DNormalMappingTest", function () local layer = cc.Layer:create() Helper.initWithLayer(layer) return layer end) function Sprite3DNormalMappingTest:ctor() -- body self:init() end function Sprite3DNormalMappingTest:init() Helper.titleLabel:setString(self:title()) Helper.subtitleLabel:setString(self:subtitle()) self:registerScriptHandler(function (event) if event == "enter" then self:onEnter() elseif event == "exit" then self:onExit() end end) end function Sprite3DNormalMappingTest:title() return "Testing Normal Mapping" end function Sprite3DNormalMappingTest:subtitle() return "" end function Sprite3DNormalMappingTest:onEnter() local sprite3d = cc.Sprite3D:create("Sprite3DTest/sphere.c3b") sprite3d:setScale(2.0) sprite3d:setPosition(cc.p(-30,0)) sprite3d:setRotation3D(cc.vec3(90.0, 0.0, 0.0)) sprite3d:setTexture("Sprite3DTest/brickwork-texture.jpg") sprite3d:setCameraMask(2) self:addChild(sprite3d) local sprite3dBumped = cc.Sprite3D:create("Sprite3DTest/sphere_bumped.c3b") sprite3dBumped:setScale(20.0) sprite3dBumped:setPosition(cc.p(30,0)) sprite3dBumped:setRotation3D(cc.vec3(90.0, 0.0, 0.0)) sprite3dBumped:setCameraMask(2) self:addChild(sprite3dBumped) local radius = 100.0 local angle = 0.0 local reverseDir = false local light = cc.PointLight:create(cc.vec3(0.0, 0.0, 0.0), cc.c3b(255, 255, 255), 1000.0) local function lightUpdate() light:setPosition3D(cc.vec3(radius * math.cos(angle), 0.0, radius * math.sin(angle))) if reverseDir == true then angle = angle - 0.01 if angle < 0.0 then reverseDir = false end else angle = angle + 0.01 if 3.14159 < angle then reverseDir = true end end end local seq = cc.Sequence:create(cc.CallFunc:create(lightUpdate)) light:runAction(cc.RepeatForever:create(seq)) self:addChild(light) local visibleSize = cc.Director:getInstance():getVisibleSize() local camera = cc.Camera:createPerspective(60, visibleSize.width / visibleSize.height, 10, 1000) camera:setPosition3D(cc.vec3(0.0, 0.0, 100.0)) camera:lookAt(cc.vec3(0.0, 0.0, 0.0)) camera:setCameraFlag(cc.CameraFlag.USER1) self:addChild(camera) end function Sprite3DNormalMappingTest:onExit() end ---------------------------------------- ----Sprite3DMaterialTest ---------------------------------------- local Sprite3DMaterialTest = class("Sprite3DMaterialTest", function () local layer = cc.Layer:create() Helper.initWithLayer(layer) return layer end) function Sprite3DMaterialTest:ctor() -- body self:init() end function Sprite3DMaterialTest:init() Helper.titleLabel:setString(self:title()) Helper.subtitleLabel:setString(self:subtitle()) self:registerScriptHandler(function (event) if event == "enter" then self:onEnter() elseif event == "exit" then self:onExit() end end) end function Sprite3DMaterialTest:title() return "Testing Sprite3DMaterial" end function Sprite3DMaterialTest:subtitle() return "" end function Sprite3DMaterialTest:onEnter() local material = cc.Sprite3DMaterial:createWithFilename("Sprite3DTest/outline.material") local sprite = cc.Sprite3D:create("Sprite3DTest/sphere_bumped.c3b") :setScale(20.0) :setPosition(cc.p(0,0)) :setRotation3D(cc.vec3(90.0, 0.0, 0.0)) :setCameraMask(2) :setMaterial(material) self:addChild(sprite) local camera = cc.Camera:create() :setPosition3D(cc.vec3(0.0, 0.0, 100.0)) :lookAt(cc.vec3(0.0, 0.0, 0.0)) :setCameraFlag(cc.CameraFlag.USER1) self:addChild(camera) end function Sprite3DMaterialTest:onExit() end function Sprite3DTest() local scene = cc.Scene:create() Helper.createFunctionTable = { Sprite3DBasicTest.create, Sprite3DHitTest.create, Sprite3DWithSkinTest.create, Animate3DTest.create, AttachmentTest.create, Sprite3DReskinTest.create, Sprite3DWithOBBPerfromanceTest.create, Sprite3DMirrorTest.create, AsyncLoadSprite3DTest.create, Sprite3DCubeMapTest.create, Sprite3DNormalMappingTest.create, Sprite3DMaterialTest.create, } scene:addChild(Sprite3DBasicTest.create()) scene:addChild(CreateBackMenuItem()) return scene end