axmol/tests/cpp-tests/Classes/TerrainTest/TerrainTest.cpp

413 lines
10 KiB
C++

#include "TerrainTest.h"
Vec3 camera_offset(0,30,90);
static std::function<Layer*()> createFunctions[] =
{
CL(TerrainSimple),
CL(TerrainWalkThru),
};
static int sceneIdx = -1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
static Layer* nextTerrainTestAction()
{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* backTerrainTestAction()
{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
}
static Layer* restartTerrainTestAction()
{
auto layer = (createFunctions[sceneIdx])();
return layer;
}
TerrainSimple::TerrainSimple()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
auto camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
camera->setCameraFlag(CameraFlag::USER1);
addChild(camera);
Terrain::TerrainData a("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg");
auto terrain = Terrain::create(a);
addChild(terrain);
terrain->setCameraMask(2);
}
std::string TerrainSimple::title() const
{
return "Simple Terrain";
}
std::string TerrainSimple::subtitle() const
{
return "Drag to walkThru";
}
void TerrainTestScene::runThisTest()
{
auto layer = nextTerrainTestAction();
addChild(layer);
Director::getInstance()->replaceScene(this);
}
void TerrainTestDemo::restartCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild(restartTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void TerrainTestDemo::nextCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild( nextTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
void TerrainTestDemo::backCallback(Ref* sender)
{
auto s = new (std::nothrow) TerrainTestScene();
s->addChild( backTerrainTestAction());
Director::getInstance()->replaceScene(s);
s->release();
}
std::string TerrainTestDemo::title() const
{
return "No title";
}
std::string TerrainTestDemo::subtitle() const
{
return "";
}
void TerrainTestDemo::onEnter()
{
BaseTest::onEnter();
}
TerrainTestDemo::TerrainTestDemo(void)
:BaseTest()
{
}
TerrainTestDemo::~TerrainTestDemo(void)
{
}
std::string TerrainWalkThru::title() const
{
return " ";
}
std::string TerrainWalkThru::subtitle() const
{
return " ";
}
TerrainWalkThru::TerrainWalkThru()
{
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(TerrainWalkThru::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(TerrainWalkThru::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(TerrainWalkThru::onTouchesEnd, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1,200);
_camera->setCameraFlag(CameraFlag::USER1);
addChild(_camera);
Terrain::TerrainData a("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg");
_terrain = Terrain::create(a);
_terrain->setScale(20);
_terrain->setCameraMask(2);
_terrain->setDrawWire(false);
_action = new PlayerAction(_camera,_terrain);
_action->retain();
_player =Sprite3D::create("Sprite3DTest/orc.c3b");
_player->runAction(_action);
_player->setCameraMask(2);
//_player->setScale(0.1);
_player->setPositionY(_terrain->getHeight(_player->getPosition3D()));
_camera->setPosition3D(_player->getPosition3D()+camera_offset);
_camera->setRotation3D(Vec3(-15,0,0));
forward = Label::create("forward","arial",22);
forward->setPosition(0,200);
forward->setAnchorPoint(Vec2(0,0));
backward = Label::create("backward","arial",22);
backward->setPosition(0,250);
backward->setAnchorPoint(Vec2(0,0));
left = Label::create("turn Left","arial",22);
left->setPosition(0,100);
left->setAnchorPoint(Vec2(0,0));
right = Label::create("turn right","arial",22);
right->setPosition(0,150);
right->setAnchorPoint(Vec2(0,0));
addChild(forward);
addChild(backward);
addChild(left);
addChild(right);
addChild(_player);
addChild(_terrain);
}
void TerrainWalkThru::onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
float delta = Director::getInstance()->getDeltaTime();
auto touch = touches[0];
auto location = touch->getLocation();
auto PreviousLocation = touch->getPreviousLocation();
Point newPos = PreviousLocation - location;
Vec3 cameraDir;
Vec3 cameraRightDir;
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
cameraDir.normalize();
cameraDir.y=0;
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
cameraRightDir.normalize();
cameraRightDir.y=0;
Vec3 cameraPos= _camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.5*delta;
cameraPos+=cameraRightDir*newPos.x*0.5*delta;
_camera->setPosition3D(cameraPos);
}
void TerrainWalkThru::onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
auto touch = touches[0];
Size s = left->getContentSize();
Rect rect = Rect(left->getPositionX(), left->getPositionY(), s.width, s.height);
auto location = touch->getLocation();
if(rect.containsPoint(location))
{
//turn left
_action->turnLeft();
}
s = right->getContentSize();
rect = Rect(right->getPositionX(), right->getPositionY(), s.width, s.height);
if(rect.containsPoint(location))
{
//turn right
_action->turnRight();
}
s = forward->getContentSize();
rect = Rect(forward->getPositionX(), forward->getPositionY(), s.width, s.height);
if(rect.containsPoint(location))
{
//forward
_action->forward();
}
s = backward->getContentSize();
rect = Rect(backward->getPositionX(), backward->getPositionY(), s.width, s.height);
if(rect.containsPoint(location))
{
//backward
_action->backward();
}
}
void TerrainWalkThru::onTouchesEnd(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
auto touch = touches[0];
auto location = touch->getLocationInView();
if(_camera)
{
if(_player)
{
Vec3 nearP(location.x, location.y, 0.0f), farP(location.x, location.y, 1.0f);
auto size = Director::getInstance()->getWinSize();
_camera->unproject(size, &nearP, &nearP);
_camera->unproject(size, &farP, &farP);
Vec3 dir = farP - nearP;
dir.normalize();
Vec3 rayStep = 15*dir;
Vec3 rayPos = nearP;
Vec3 rayStartPosition = nearP;
Vec3 lastRayPosition =rayPos;
rayPos += rayStep;
// Linear search - Loop until find a point inside and outside the terrain Vector3
float height = _terrain->getHeight(rayPos);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
height = _terrain->getHeight(rayPos);
}
Vec3 startPosition = lastRayPosition;
Vec3 endPosition = rayPos;
for (int i= 0; i< 32; i++)
{
// Binary search pass
Vec3 middlePoint = (startPosition + endPosition) * 0.5f;
if (middlePoint.y < height)
endPosition = middlePoint;
else
startPosition = middlePoint;
}
Vec3 collisionPoint = (startPosition + endPosition) * 0.5f;
_action->_targetPos=collisionPoint;
_action->forward();
}
}
}
bool PlayerAction::isDone() const
{
return false;
}
void PlayerAction::step(float dt)
{
auto player = (Sprite3D * )_target;
switch (_playerState)
{
case PLAYER_STATE_IDLE:
break;
case PLAYER_STATE_FORWARD:
{
Vec3 curPos= player->getPosition3D();
Vec3 newFaceDir = _targetPos - curPos;
newFaceDir.y = 0.0f;
newFaceDir.normalize();
Vec3 offset = newFaceDir * 25.0f * dt;
curPos+=offset;
player->setPosition3D(curPos);
player->setPositionY(_terrain->getHeight(player->getPosition3D()));
}
break;
case PLAYER_STATE_BACKWARD:
{
Vec3 forward_vec;
player->getNodeToWorldTransform().getForwardVector(&forward_vec);
forward_vec.normalize();
player->setPosition3D(player->getPosition3D()-forward_vec*15*dt);
player->setPositionY(_terrain->getHeight(player->getPosition3D()));
}
break;
case PLAYER_STATE_LEFT:
{
player->setRotation3D(player->getRotation3D()+Vec3(0,25*dt,0));
}
break;
case PLAYER_STATE_RIGHT:
{
player->setRotation3D(player->getRotation3D()+Vec3(0,-25*dt,0));
}
break;
default:
break;
}
auto vec_offset =Vec4(camera_offset.x,camera_offset.y,camera_offset.z,1);
vec_offset = player->getNodeToWorldTransform()*vec_offset;
_cam->setRotation3D(player->getRotation3D());
_cam->setPosition3D(Vec3(vec_offset.x,vec_offset.y,vec_offset.z));
updateState();
}
void PlayerAction::turnLeft()
{
_playerState = PLAYER_STATE_LEFT;
}
void PlayerAction::turnRight()
{
_playerState = PLAYER_STATE_RIGHT;
}
void PlayerAction::idle()
{
_playerState = PLAYER_STATE_IDLE;
}
PlayerAction::PlayerAction(Camera * cam,Terrain * terrain)
{
_playerState = PLAYER_STATE_IDLE;
_cam = cam;
_terrain = terrain;
}
void PlayerAction::forward()
{
_playerState = PLAYER_STATE_FORWARD;
}
void PlayerAction::backward()
{
_playerState = PLAYER_STATE_BACKWARD;
}
void PlayerAction::updateState()
{
auto player = (Sprite3D * )_target;
switch (_playerState)
{
case PLAYER_STATE_FORWARD:
{
Vec2 player_pos =Vec2(player->getPositionX(),player->getPositionZ());
Vec2 targetPos = Vec2(_targetPos.x,_targetPos.z);
auto dist = player_pos.distance(targetPos);
if(dist<1)
{
_playerState = PLAYER_STATE_IDLE;
}
}
break;
default:
break;
}
}