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

333 lines
10 KiB
C++

#include "TerrainTest.h"
USING_NS_CC;
TerrainTests::TerrainTests()
{
ADD_TEST_CASE(TerrainSimple);
ADD_TEST_CASE(TerrainWalkThru);
}
Vec3 camera_offset(0, 45, 60);
#define PLAYER_HEIGHT 0
TerrainSimple::TerrainSimple()
{
Size visibleSize = Director::getInstance()->getVisibleSize();
//use custom camera
_camera = Camera::createPerspective(60,visibleSize.width/visibleSize.height,0.1f,800);
_camera->setCameraFlag(CameraFlag::USER1);
_camera->setPosition3D(Vec3(-1,1.6f,4));
addChild(_camera);
Terrain::DetailMap r("TerrainTest/dirt.jpg"),g("TerrainTest/Grass2.jpg"),b("TerrainTest/road.jpg"),a("TerrainTest/GreenSkin.jpg");
Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/alphamap.png",r,g,b,a);
_terrain = Terrain::create(data,Terrain::CrackFixedType::SKIRT);
_terrain->setLODDistance(3.2f,6.4f,9.6f);
_terrain->setMaxDetailMapAmount(4);
addChild(_terrain);
_terrain->setCameraMask(2);
_terrain->setDrawWire(false);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(TerrainSimple::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
// add Particle3D for test blend
auto rootps = PUParticleSystem3D::create("Particle3D/scripts/mp_torch.pu");
rootps->setCameraMask((unsigned short)CameraFlag::USER1);
rootps->startParticleSystem();
this->addChild(rootps, 0, 0);
}
std::string TerrainSimple::title() const
{
return "Terrain with skirt";
}
std::string TerrainSimple::subtitle() const
{
return "Drag to walkThru";
}
void TerrainSimple::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);
}
std::string TerrainWalkThru::title() const
{
return "Player walk around in terrain";
}
std::string TerrainWalkThru::subtitle() const
{
return "touch to move";
}
TerrainWalkThru::TerrainWalkThru()
{
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(TerrainWalkThru::onTouchesBegan, 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,0.1f,200);
_camera->setCameraFlag(CameraFlag::USER1);
addChild(_camera);
Terrain::DetailMap r("TerrainTest/dirt.jpg"),g("TerrainTest/Grass2.jpg",10),b("TerrainTest/road.jpg"),a("TerrainTest/GreenSkin.jpg",20);
Terrain::TerrainData data("TerrainTest/heightmap16.jpg","TerrainTest/alphamap.png",r,g,b,a,Size(32,32),40.0f,2);
_terrain = Terrain::create(data,Terrain::CrackFixedType::SKIRT);
_terrain->setMaxDetailMapAmount(4);
_terrain->setCameraMask(2);
_terrain->setDrawWire(false);
_terrain->setSkirtHeightRatio(3);
_terrain->setLODDistance(64,128,192);
_player = Player::create("Sprite3DTest/girl.c3b",_camera,_terrain);
_player->setCameraMask(2);
_player->setScale(0.08f);
_player->setPositionY(_terrain->getHeight(_player->getPositionX(),_player->getPositionZ())+PLAYER_HEIGHT);
// add Particle3D for test blend
auto rootps = PUParticleSystem3D::create("Particle3D/scripts/mp_torch.pu");
rootps->setCameraMask((unsigned short)CameraFlag::USER1);
rootps->setScale(30.0f);
rootps->startParticleSystem();
_player->addChild(rootps);
// add BillBoard for test blend
auto billboard = BillBoard::create("Images/btn-play-normal.png");
billboard->setPosition3D(Vec3(0,180,0));
billboard->setCameraMask((unsigned short)CameraFlag::USER1);
_player->addChild(billboard);
auto animation = Animation3D::create("Sprite3DTest/girl.c3b","Take 001");
if (animation)
{
auto animate = Animate3D::create(animation);
_player->runAction(RepeatForever::create(animate));
}
_camera->setPosition3D(_player->getPosition3D()+camera_offset);
_camera->setRotation3D(Vec3(-45,0,0));
addChild(_player);
addChild(_terrain);
}
void TerrainWalkThru::onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event* event)
{
}
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.x,rayPos.z);
while (rayPos.y > height)
{
lastRayPosition = rayPos;
rayPos += rayStep;
height = _terrain->getHeight(rayPos.x,rayPos.z);
}
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;
dir = collisionPoint - _player->getPosition3D();
dir.y = 0;
dir.normalize();
_player->_headingAngle = -1*acos(dir.dot(Vec3(0,0,-1)));
dir.cross(dir,Vec3(0,0,-1),&_player->_headingAxis);
_player->_targetPos=collisionPoint;
_player->forward();
}
}
}
bool Player::isDone() const
{
return false;
}
void Player::update(float dt)
{
auto player = (Sprite3D *)this;
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);
}
break;
case PLAYER_STATE_BACKWARD:
{
Vec3 forward_vec;
player->getNodeToWorldTransform().getForwardVector(&forward_vec);
forward_vec.normalize();
player->setPosition3D(player->getPosition3D()-forward_vec*15*dt);
}
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;
}
// transform player position to world coord
auto playerPos = player->getPosition3D();
auto playerModelMat = player->getParent()->getNodeToWorldTransform();
playerModelMat.transformPoint(&playerPos);
Vec3 Normal;
float player_h = _terrain->getHeight(playerPos.x, playerPos.z,&Normal);
player->setPositionY(player_h+PLAYER_HEIGHT);
Quaternion q2;
q2.createFromAxisAngle(Vec3(0,1,0),(float)-M_PI,&q2);
Quaternion headingQ;
headingQ.createFromAxisAngle(_headingAxis,_headingAngle,&headingQ);
player->setRotationQuat(headingQ*q2);
auto vec_offset =Vec4(camera_offset.x,camera_offset.y,camera_offset.z,1);
vec_offset = player->getNodeToWorldTransform()*vec_offset;
_cam->setPosition3D(player->getPosition3D() + camera_offset);
updateState();
}
void Player::turnLeft()
{
_playerState = PLAYER_STATE_LEFT;
}
void Player::turnRight()
{
_playerState = PLAYER_STATE_RIGHT;
}
void Player::idle()
{
_playerState = PLAYER_STATE_IDLE;
}
void Player::forward()
{
_playerState = PLAYER_STATE_FORWARD;
}
void Player::backward()
{
_playerState = PLAYER_STATE_BACKWARD;
}
void Player::updateState()
{
auto player = (Sprite3D * )this;
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;
}
}
Player * Player::create(const char * file,Camera * cam,Terrain * terrain)
{
//
auto sprite = new (std::nothrow) Player();
if (sprite && sprite->initWithFile(file))
{
sprite->_headingAngle = 0;
sprite->_playerState = PLAYER_STATE_IDLE;
sprite->_cam = cam;
sprite->_terrain = terrain;
sprite->autorelease();
sprite->scheduleUpdate();
return sprite;
}
CC_SAFE_DELETE(sprite);
return nullptr;
}