mirror of https://github.com/axmolengine/axmol.git
329 lines
9.8 KiB
C++
329 lines
9.8 KiB
C++
#include "TerrainTest.h"
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USING_NS_CC;
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TerrainTests::TerrainTests()
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{
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ADD_TEST_CASE(TerrainSimple);
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ADD_TEST_CASE(TerrainWalkThru);
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}
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Vec3 camera_offset(0, 45, 60);
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#define PLAYER_HEIGHT 0
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TerrainSimple::TerrainSimple()
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{
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Size visibleSize = Director::getInstance()->getVisibleSize();
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//use custom camera
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_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,800);
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_camera->setCameraFlag(CameraFlag::USER1);
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_camera->setPosition3D(Vec3(-1,1.6,4));
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addChild(_camera);
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Terrain::DetailMap r("TerrainTest/dirt.jpg"),g("TerrainTest/Grass2.jpg"),b("TerrainTest/road.jpg"),a("TerrainTest/GreenSkin.jpg");
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Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/alphamap.png",r,g,b,a);
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_terrain = Terrain::create(data,Terrain::CrackFixedType::SKIRT);
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_terrain->setLODDistance(3.2,6.4,9.6);
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_terrain->setMaxDetailMapAmount(4);
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addChild(_terrain);
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_terrain->setCameraMask(2);
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_terrain->setDrawWire(false);
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesMoved = CC_CALLBACK_2(TerrainSimple::onTouchesMoved, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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// add Particle3D for test blend
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auto rootps = PUParticleSystem3D::create("Particle3D/scripts/mp_torch.pu");
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rootps->setCameraMask((unsigned short)CameraFlag::USER1);
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rootps->startParticleSystem();
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this->addChild(rootps, 0, 0);
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}
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std::string TerrainSimple::title() const
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{
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return "Terrain with skirt";
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}
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std::string TerrainSimple::subtitle() const
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{
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return "Drag to walkThru";
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}
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void TerrainSimple::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
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{
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float delta = Director::getInstance()->getDeltaTime();
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auto touch = touches[0];
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auto location = touch->getLocation();
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auto PreviousLocation = touch->getPreviousLocation();
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Point newPos = PreviousLocation - location;
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Vec3 cameraDir;
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Vec3 cameraRightDir;
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_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
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cameraDir.normalize();
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cameraDir.y=0;
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_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
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cameraRightDir.normalize();
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cameraRightDir.y=0;
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Vec3 cameraPos= _camera->getPosition3D();
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cameraPos+=cameraDir*newPos.y*0.5*delta;
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cameraPos+=cameraRightDir*newPos.x*0.5*delta;
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_camera->setPosition3D(cameraPos);
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}
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std::string TerrainWalkThru::title() const
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{
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return "Player walk around in terrain";
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}
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std::string TerrainWalkThru::subtitle() const
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{
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return "touch to move";
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}
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TerrainWalkThru::TerrainWalkThru()
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{
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auto listener = EventListenerTouchAllAtOnce::create();
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listener->onTouchesBegan = CC_CALLBACK_2(TerrainWalkThru::onTouchesBegan, this);
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listener->onTouchesEnded = CC_CALLBACK_2(TerrainWalkThru::onTouchesEnd, this);
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_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
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Size visibleSize = Director::getInstance()->getVisibleSize();
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//use custom camera
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_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
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_camera->setCameraFlag(CameraFlag::USER1);
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addChild(_camera);
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Terrain::DetailMap r("TerrainTest/dirt.jpg"),g("TerrainTest/Grass2.jpg",10),b("TerrainTest/road.jpg"),a("TerrainTest/GreenSkin.jpg",20);
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Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/alphamap.png",r,g,b,a,Size(32,32),40.0f,2);
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_terrain = Terrain::create(data,Terrain::CrackFixedType::SKIRT);
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_terrain->setMaxDetailMapAmount(4);
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_terrain->setCameraMask(2);
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_terrain->setDrawWire(false);
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_terrain->setSkirtHeightRatio(3);
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_terrain->setLODDistance(64,128,192);
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_player = Player::create("Sprite3DTest/girl.c3b",_camera,_terrain);
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_player->setCameraMask(2);
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_player->setScale(0.08);
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_player->setPositionY(_terrain->getHeight(_player->getPositionX(),_player->getPositionZ())+PLAYER_HEIGHT);
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// add Particle3D for test blend
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auto rootps = PUParticleSystem3D::create("Particle3D/scripts/mp_torch.pu");
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rootps->setCameraMask((unsigned short)CameraFlag::USER1);
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rootps->setScale(30.0f);
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rootps->startParticleSystem();
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_player->addChild(rootps);
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// add BillBoard for test blend
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auto billboard = BillBoard::create("Images/btn-play-normal.png");
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billboard->setPosition3D(Vec3(0,180,0));
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billboard->setCameraMask((unsigned short)CameraFlag::USER1);
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_player->addChild(billboard);
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auto animation = Animation3D::create("Sprite3DTest/girl.c3b","Take 001");
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if (animation)
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{
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auto animate = Animate3D::create(animation);
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_player->runAction(RepeatForever::create(animate));
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}
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_camera->setPosition3D(_player->getPosition3D()+camera_offset);
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_camera->setRotation3D(Vec3(-45,0,0));
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addChild(_player);
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addChild(_terrain);
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}
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void TerrainWalkThru::onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
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{
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}
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void TerrainWalkThru::onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
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{
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auto touch = touches[0];
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auto location = touch->getLocationInView();
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if(_camera)
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{
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if(_player)
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{
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Vec3 nearP(location.x, location.y, 0.0f), farP(location.x, location.y, 1.0f);
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auto size = Director::getInstance()->getWinSize();
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_camera->unproject(size, &nearP, &nearP);
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_camera->unproject(size, &farP, &farP);
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Vec3 dir = farP - nearP;
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dir.normalize();
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Vec3 rayStep = 15*dir;
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Vec3 rayPos = nearP;
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Vec3 rayStartPosition = nearP;
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Vec3 lastRayPosition =rayPos;
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rayPos += rayStep;
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// Linear search - Loop until find a point inside and outside the terrain Vector3
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float height = _terrain->getHeight(rayPos.x,rayPos.z);
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while (rayPos.y > height)
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{
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lastRayPosition = rayPos;
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rayPos += rayStep;
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height = _terrain->getHeight(rayPos.x,rayPos.z);
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}
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Vec3 startPosition = lastRayPosition;
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Vec3 endPosition = rayPos;
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for (int i= 0; i< 32; i++)
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{
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// Binary search pass
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Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
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if (middlePoint.y < height)
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endPosition = middlePoint;
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else
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startPosition = middlePoint;
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}
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Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
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dir = collisionPoint - _player->getPosition3D();
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dir.y = 0;
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dir.normalize();
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_player->_headingAngle = -1*acos(dir.dot(Vec3(0,0,-1)));
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dir.cross(dir,Vec3(0,0,-1),&_player->_headingAxis);
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_player->_targetPos=collisionPoint;
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_player->forward();
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}
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}
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}
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bool Player::isDone() const
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{
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return false;
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}
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void Player::update(float dt)
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{
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auto player = (Sprite3D *)this;
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switch (_playerState)
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{
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case PLAYER_STATE_IDLE:
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break;
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case PLAYER_STATE_FORWARD:
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{
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Vec3 curPos= player->getPosition3D();
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Vec3 newFaceDir = _targetPos - curPos;
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newFaceDir.y = 0.0f;
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newFaceDir.normalize();
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Vec3 offset = newFaceDir * 25.0f * dt;
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curPos+=offset;
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player->setPosition3D(curPos);
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}
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break;
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case PLAYER_STATE_BACKWARD:
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{
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Vec3 forward_vec;
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player->getNodeToWorldTransform().getForwardVector(&forward_vec);
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forward_vec.normalize();
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player->setPosition3D(player->getPosition3D()-forward_vec*15*dt);
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}
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break;
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case PLAYER_STATE_LEFT:
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{
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player->setRotation3D(player->getRotation3D()+Vec3(0,25*dt,0));
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}
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break;
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case PLAYER_STATE_RIGHT:
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{
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player->setRotation3D(player->getRotation3D()+Vec3(0,-25*dt,0));
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}
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break;
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default:
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break;
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}
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Vec3 Normal;
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float player_h = _terrain->getHeight(player->getPositionX(),player->getPositionZ(),&Normal);
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player->setPositionY(player_h+PLAYER_HEIGHT);
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Quaternion q2;
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q2.createFromAxisAngle(Vec3(0,1,0),-M_PI,&q2);
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Quaternion headingQ;
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headingQ.createFromAxisAngle(_headingAxis,_headingAngle,&headingQ);
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player->setRotationQuat(headingQ*q2);
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auto vec_offset =Vec4(camera_offset.x,camera_offset.y,camera_offset.z,1);
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vec_offset = player->getNodeToWorldTransform()*vec_offset;
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_cam->setPosition3D(player->getPosition3D() + camera_offset);
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updateState();
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}
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void Player::turnLeft()
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{
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_playerState = PLAYER_STATE_LEFT;
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}
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void Player::turnRight()
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{
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_playerState = PLAYER_STATE_RIGHT;
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}
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void Player::idle()
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{
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_playerState = PLAYER_STATE_IDLE;
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}
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void Player::forward()
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{
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_playerState = PLAYER_STATE_FORWARD;
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}
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void Player::backward()
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{
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_playerState = PLAYER_STATE_BACKWARD;
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}
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void Player::updateState()
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{
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auto player = (Sprite3D * )this;
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switch (_playerState)
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{
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case PLAYER_STATE_FORWARD:
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{
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Vec2 player_pos =Vec2(player->getPositionX(),player->getPositionZ());
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Vec2 targetPos = Vec2(_targetPos.x,_targetPos.z);
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auto dist = player_pos.distance(targetPos);
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if(dist<1)
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{
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_playerState = PLAYER_STATE_IDLE;
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}
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}
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break;
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default:
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break;
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}
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}
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Player * Player::create(const char * file,Camera * cam,Terrain * terrain)
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{
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//
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auto sprite = new (std::nothrow) Player();
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if (sprite && sprite->initWithFile(file))
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{
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sprite->_headingAngle = 0;
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sprite->_playerState = PLAYER_STATE_IDLE;
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sprite->_cam = cam;
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sprite->_terrain = terrain;
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sprite->autorelease();
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sprite->scheduleUpdate();
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return nullptr;
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}
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