axmol/tests/lua-tests/src/Sprite3DTest/Sprite3DTest.lua

1379 lines
45 KiB
Lua

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 repeatAction = cc.RepeatForever:create(animate)
repeatAction:setTag(110)
sprite:runAction(repeatAction)
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 Collision 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,
}
Helper.index = 1
scene:addChild(Sprite3DBasicTest.create())
scene:addChild(CreateBackMenuItem())
return scene
end