mirror of https://github.com/axmolengine/axmol.git
413 lines
10 KiB
C++
413 lines
10 KiB
C++
#include "TerrainTest.h"
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Vec3 camera_offset(0,30,90);
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static std::function<Layer*()> createFunctions[] =
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{
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CL(TerrainSimple),
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CL(TerrainWalkThru),
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};
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static int sceneIdx = -1;
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#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
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static Layer* nextTerrainTestAction()
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{
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sceneIdx++;
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sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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static Layer* backTerrainTestAction()
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{
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sceneIdx--;
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int total = MAX_LAYER;
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if( sceneIdx < 0 )
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sceneIdx += total;
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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static Layer* restartTerrainTestAction()
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{
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auto layer = (createFunctions[sceneIdx])();
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return layer;
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}
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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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auto 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::TerrainData a("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg");
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auto terrain = Terrain::create(a);
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addChild(terrain);
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terrain->setCameraMask(2);
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}
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std::string TerrainSimple::title() const
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{
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return "Simple Terrain";
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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 TerrainTestScene::runThisTest()
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{
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auto layer = nextTerrainTestAction();
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addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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void TerrainTestDemo::restartCallback(Ref* sender)
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{
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auto s = new (std::nothrow) TerrainTestScene();
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s->addChild(restartTerrainTestAction());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void TerrainTestDemo::nextCallback(Ref* sender)
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{
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auto s = new (std::nothrow) TerrainTestScene();
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s->addChild( nextTerrainTestAction());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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void TerrainTestDemo::backCallback(Ref* sender)
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{
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auto s = new (std::nothrow) TerrainTestScene();
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s->addChild( backTerrainTestAction());
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Director::getInstance()->replaceScene(s);
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s->release();
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}
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std::string TerrainTestDemo::title() const
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{
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return "No title";
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}
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std::string TerrainTestDemo::subtitle() const
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{
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return "";
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}
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void TerrainTestDemo::onEnter()
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{
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BaseTest::onEnter();
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}
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TerrainTestDemo::TerrainTestDemo(void)
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:BaseTest()
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{
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}
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TerrainTestDemo::~TerrainTestDemo(void)
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{
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}
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std::string TerrainWalkThru::title() const
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{
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return " ";
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}
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std::string TerrainWalkThru::subtitle() const
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{
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return " ";
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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->onTouchesMoved = CC_CALLBACK_2(TerrainWalkThru::onTouchesMoved, 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::TerrainData a("TerrainTest/heightmap16.jpg","TerrainTest/sand.jpg");
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_terrain = Terrain::create(a);
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_terrain->setScale(20);
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_terrain->setCameraMask(2);
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_terrain->setDrawWire(false);
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_action = new PlayerAction(_camera,_terrain);
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_action->retain();
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_player =Sprite3D::create("Sprite3DTest/orc.c3b");
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_player->runAction(_action);
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_player->setCameraMask(2);
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//_player->setScale(0.1);
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_player->setPositionY(_terrain->getHeight(_player->getPosition3D()));
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_camera->setPosition3D(_player->getPosition3D()+camera_offset);
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_camera->setRotation3D(Vec3(-15,0,0));
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forward = Label::create("forward","arial",22);
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forward->setPosition(0,200);
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forward->setAnchorPoint(Vec2(0,0));
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backward = Label::create("backward","arial",22);
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backward->setPosition(0,250);
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backward->setAnchorPoint(Vec2(0,0));
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left = Label::create("turn Left","arial",22);
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left->setPosition(0,100);
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left->setAnchorPoint(Vec2(0,0));
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right = Label::create("turn right","arial",22);
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right->setPosition(0,150);
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right->setAnchorPoint(Vec2(0,0));
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addChild(forward);
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addChild(backward);
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addChild(left);
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addChild(right);
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addChild(_player);
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addChild(_terrain);
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}
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void TerrainWalkThru::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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void TerrainWalkThru::onTouchesBegan(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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Size s = left->getContentSize();
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Rect rect = Rect(left->getPositionX(), left->getPositionY(), s.width, s.height);
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auto location = touch->getLocation();
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if(rect.containsPoint(location))
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{
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//turn left
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_action->turnLeft();
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}
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s = right->getContentSize();
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rect = Rect(right->getPositionX(), right->getPositionY(), s.width, s.height);
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if(rect.containsPoint(location))
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{
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//turn right
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_action->turnRight();
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}
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s = forward->getContentSize();
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rect = Rect(forward->getPositionX(), forward->getPositionY(), s.width, s.height);
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if(rect.containsPoint(location))
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{
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//forward
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_action->forward();
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}
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s = backward->getContentSize();
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rect = Rect(backward->getPositionX(), backward->getPositionY(), s.width, s.height);
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if(rect.containsPoint(location))
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{
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//backward
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_action->backward();
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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);
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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);
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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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_action->_targetPos=collisionPoint;
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_action->forward();
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}
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}
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}
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bool PlayerAction::isDone() const
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{
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return false;
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}
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void PlayerAction::step(float dt)
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{
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auto player = (Sprite3D * )_target;
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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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player->setPositionY(_terrain->getHeight(player->getPosition3D()));
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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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player->setPositionY(_terrain->getHeight(player->getPosition3D()));
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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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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->setRotation3D(player->getRotation3D());
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_cam->setPosition3D(Vec3(vec_offset.x,vec_offset.y,vec_offset.z));
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updateState();
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}
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void PlayerAction::turnLeft()
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{
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_playerState = PLAYER_STATE_LEFT;
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}
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void PlayerAction::turnRight()
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{
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_playerState = PLAYER_STATE_RIGHT;
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}
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void PlayerAction::idle()
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{
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_playerState = PLAYER_STATE_IDLE;
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}
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PlayerAction::PlayerAction(Camera * cam,Terrain * terrain)
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{
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_playerState = PLAYER_STATE_IDLE;
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_cam = cam;
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_terrain = terrain;
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}
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void PlayerAction::forward()
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{
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_playerState = PLAYER_STATE_FORWARD;
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}
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void PlayerAction::backward()
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{
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_playerState = PLAYER_STATE_BACKWARD;
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}
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void PlayerAction::updateState()
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{
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auto player = (Sprite3D * )_target;
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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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