http://www.58player.com/blog-2532-131989.html
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1、Camera3DDemo
//.h
#include"cocos2d.h"
#include<string>
USING_NS_CC;
#include<string>
namespacecocos2d{
classSprite3D;
classDelay;
}
enumState
{
State_None=0,
State_Idle=0x01,
State_Move=0x02,
State_Rotate=0x04,
State_Speak=0x08,
State_MeleeAttack=0x10,
State_RemoteAttack=0x20,
State_Attack=0x40,
};
enumclassCameraType
{
FreeCamera=0,
FirstCamera=1,
ThirdCamera=2,
};
classCamera3DTestDemo:publicLayer
{
public:
CREATE_FUNC(Camera3DTestDemo);
Camera3DTestDemo(void);
virtual~Camera3DTestDemo(void);
virtualvoidonEnter()override;
virtualvoidonExit()override;
voidaddNewSpriteWithCoords(Vec3p,std::stringfileName,boolplayAnimation=false,floatscale=1.0f,boolbindCamera=false);
voidonTouchesBegan(conststd::vector<Touch*>&touches,cocos2d::Event*event);
voidonTouchesMoved(conststd::vector<Touch*>&touches,cocos2d::Event*event);
voidonTouchesEnded(conststd::vector<Touch*>&touches,cocos2d::Event*event);
voidSwitchViewCallback(Ref*sender,CameraTypecameraType);
voidupdateCamera(floatfDelta);
voidmove3D(floatelapsedTime);
voidupdateState(floatelapsedTime);
boolisState(unsignedintstate,unsignedintbit)const;
boolonTouchesZoomOut(Touch*touch,Event*event);
voidonTouchesZoomOutEnd(Touch*touch,Event*event);
boolonTouchesZoomIn(Touch*touch,Event*event);
voidonTouchesZoomInEnd(Touch*touch,Event*event);
boolonTouchesRotateLeft(Touch*touch,Event*event);
voidonTouchesRotateLeftEnd(Touch*touch,Event*event);
boolonTouchesRotateRight(Touch*touch,Event*event);
voidonTouchesRotateRightEnd(Touch*touch,Event*event);
protected:
std::string_title;
Layer*_layer3D;
Sprite3D*_sprite3D;
Vec3_targetPos;
CameraType_cameraType;
MenuItem*_incRot;
MenuItem*_decRot;
unsignedint_curState;
Camera*_camera;
MoveTo*_moveAction;
bool_bZoomOut;
bool_bZoomIn;
bool_bRotateLeft;
bool_bRotateRight;
Label*_RotateRightlabel;
Label*_RotateLeftlabel;
Label*_ZoomInlabel;
Label*_ZoomOutlabel;
};
.cpp
#include"Camera3DDemo.h"
#include<algorithm>//包含STL库的算法
#include"VisibleRect.h"
classDrawLine3D:publicNode
{
public:
//静态创建函数
staticDrawLine3D*create();
//画线函数,参数1:起点;参数2:终点;参数3:线段颜色
voiddrawLine(constVec3&from,constVec3&to,constColor4F&color);
voidclear()
{
_buffer.clear();
}
//真正的绘图函数
voidonDraw(constMat4&transform,uint32_tflags);
//绘制节点
virtualvoiddraw(Renderer*renderer,constMat4&transform,uint32_tflags)override;
CC_CONSTRUCTOR_ACCESS:
DrawLine3D()
{
}
virtual~DrawLine3D()
{
}
virtualboolinit();
protected:
//自定义线段存放的结构体
structV3F_C4B
{
Vec3vertices;//线段端点坐标
Color4Bcolors;//线段颜色
};
//存放线段数据的容器
std::vector<V3F_C4B>_buffer;
//启动自定义绘图
CustomCommand_customCommand;
private:
//CC_DISALLOW_COPY_AND_ASSIGN宏的作用是定义一个类,禁止拷贝和赋值(=)运算符重载功能。
CC_DISALLOW_COPY_AND_ASSIGN(DrawLine3D);
};
DrawLine3D*DrawLine3D::create()
{
//nothrow创建对象失败返回0
autoret=new(std::nothrow)DrawLine3D();
//对象创建成功
if(ret&&ret->init())
returnret;
//对象创建失败
CC_SAFE_DELETE(ret);
returnnullptr;
}
boolDrawLine3D::init()
{
//设置节点着色程序
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR));
returntrue;
}
//画线函数
voidDrawLine3D::drawLine(constVec3&from,constColor4F&color)
{
Color4Bcol=Color4B(color);//线段颜色
DrawLine3D::V3F_C4Bvertex;
vertex.vertices=from;//起点信息
vertex.colors=col;
_buffer.push_back(vertex);
vertex.vertices=to;//终点信息
_buffer.push_back(vertex);
}
//绘制节点函数
voidDrawLine3D::draw(Renderer*renderer,uint32_tflags)
{
_customCommand.init(_globalZOrder);
////调用真正的绘图函数onDraw
_customCommand.func=CC_CALLBACK_0(DrawLine3D::onDraw,this,transform,flags);
//将着色器程序加入renderer对象
renderer->addCommand(&_customCommand);
}
//真正的调用OpenGL接口绘图,涉及OpenGL知识,暂不了解
voidDrawLine3D::onDraw(constMat4&transform,uint32_tflags)
{
autoglProgram=getGLProgram();//返回当前节点的GLProgram(shader)
glProgram->use();//调用glUseProgram()函数,使用shader绘图
glProgram->setUniformsForBuiltins(transform);
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER,0);
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,3,GL_FLOAT,GL_FALSE,sizeof(V3F_C4B),&(_buffer[0].vertices));
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR,4,GL_UNSIGNED_BYTE,GL_TRUE,&(_buffer[0].colors));
glDrawArrays(GL_LINES,static_cast<int>(_buffer.size()));
glDisable(GL_DEPTH_TEST);
}
////////////////////////////////////////////////////////////////////////////////
enum
{
IDC_NEXT=100,
IDC_BACK,
IDC_RESTART
};
Camera3DTestDemo::Camera3DTestDemo(void)
:Layer()
,_camera(nullptr)
,_incRot(nullptr)
,_decRot(nullptr)
,_bZoomOut(false)
,_bZoomIn(false)
,_bRotateLeft(false)
,_bRotateRight(false)
{
}
Camera3DTestDemo::~Camera3DTestDemo(void)
{
}
//旋转视角回调函数
voidCamera3DTestDemo::SwitchViewCallback(Ref*sender,CameraTypecameraType)
{
//如果当前视角等于要转换的视角,则直接返回
if(_cameraType==cameraType)
{
return;
}
_cameraType=cameraType;
//如果摄像机类型等于自由视角
if(_cameraType==CameraType::FreeCamera)
{
_camera->setPosition3D(Vec3(0,130,130)+_sprite3D->getPosition3D());
_camera->lookAt(_sprite3D->getPosition3D(),Vec3(0,1,0));
_RotateRightlabel->setColor(Color3B::WHITE);
_RotateLeftlabel->setColor(Color3B::WHITE);
_ZoomInlabel->setColor(Color3B::WHITE);
_ZoomOutlabel->setColor(Color3B::WHITE);
}
//如果摄像机类型为第一视角
elseif(_cameraType==CameraType::FirstCamera)
{
Vec3newFaceDir;
//返回逆世界仿射变换矩阵。像素的矩阵。并获取Forward矩阵,参数为目标向量
_sprite3D->getWorldToNodeTransform().getForwardVector(&newFaceDir);
//目标向量标准化,将Vec3对象的x,y,z转化为分数,且x的平方+y的平方+z的平方=1
newFaceDir.normalize();
_camera->setPosition3D(Vec3(0,35,0)+_sprite3D->getPosition3D());
//设置相机的视图矩阵,参数1:target位置,参数2:向上的向量
_camera->lookAt(_sprite3D->getPosition3D()+newFaceDir*50,0));
_RotateRightlabel->setColor(Color3B::WHITE);
_RotateLeftlabel->setColor(Color3B::WHITE);
_ZoomInlabel->setColor(Color3B::GRAY);
_ZoomOutlabel->setColor(Color3B::GRAY);
}
//如果摄像机的类型为第三视角
elseif(_cameraType==CameraType::ThirdCamera)
{
_camera->setPosition3D(Vec3(0,130)+_sprite3D->getPosition3D());
//设置相机的视图矩阵。
_camera->lookAt(_sprite3D->getPosition3D(),0));
_RotateRightlabel->setColor(Color3B::GRAY);
_RotateLeftlabel->setColor(Color3B::GRAY);
_ZoomInlabel->setColor(Color3B::WHITE);
_ZoomOutlabel->setColor(Color3B::WHITE);
}
}
voidCamera3DTestDemo::onEnter()
{
Layer::onEnter();
_sprite3D=nullptr;
//注册事件
autos=Director::getInstance()->getWinSize();
autolistener=EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesBegan,this);
listener->onTouchesMoved=CC_CALLBACK_2(Camera3DTestDemo::onTouchesMoved,this);
listener->onTouchesEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesEnded,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
//创建新的层,用于加载3D精灵和线段
autolayer3D=Layer::create();
addChild(layer3D,0);
_layer3D=layer3D;
_curState=State_None;
//添加精灵参数依次为:Vec3向量,精灵文件路径,是否执行动作,缩放系数,是否绑定摄像机
addNewSpriteWithCoords(Vec3(0,0),"girl.c3b",true,0.2f,true);
TTFConfigttfConfig("fonts/arial.ttf",30);
//依次添加4个Label对象到对应的Node节点上,并对4个Label对象注册监听事件
autocontainerForLabel1=Node::create();
_ZoomOutlabel=Label::createWithTTF(ttfConfig,"zoomout");
_ZoomOutlabel->setPosition(s.width-150,VisibleRect::top().y-30);
containerForLabel1->addChild(_ZoomOutlabel);
addChild(containerForLabel1,10);
autolistener1=EventListenerTouchOneByOne::create();
listener1->setSwallowTouches(true);
listener1->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomOut,this);
listener1->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomOutEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener1,_ZoomOutlabel);
autocontainerForLabel2=Node::create();
_ZoomInlabel=Label::createWithTTF(ttfConfig,"zoomin");
_ZoomInlabel->setPosition(s.width-150,VisibleRect::top().y-100);
containerForLabel2->addChild(_ZoomInlabel);
addChild(containerForLabel2,10);
autolistener2=EventListenerTouchOneByOne::create();
listener2->setSwallowTouches(true);
listener2->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomIn,this);
listener2->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomInEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener2,_ZoomInlabel);
autocontainerForLabel3=Node::create();
_RotateLeftlabel=Label::createWithTTF(ttfConfig,"rotateleft");
_RotateLeftlabel->setPosition(s.width-150,VisibleRect::top().y-170);
containerForLabel3->addChild(_RotateLeftlabel);
addChild(containerForLabel3,10);
autolistener3=EventListenerTouchOneByOne::create();
listener3->setSwallowTouches(true);
listener3->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateLeft,this);
listener3->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateLeftEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener3,_RotateLeftlabel);
autocontainerForLabel4=Node::create();
_RotateRightlabel=Label::createWithTTF(ttfConfig,"rotateright");
_RotateRightlabel->setPosition(s.width-150,VisibleRect::top().y-240);
containerForLabel4->addChild(_RotateRightlabel);
addChild(containerForLabel4,10);
autolistener4=EventListenerTouchOneByOne::create();
listener4->setSwallowTouches(true);
listener4->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateRight,this);
listener4->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateRightEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener4,_RotateRightlabel);
//设置摄像机视角菜单选项,并回调转换视角函数
autolabel1=Label::createWithTTF(ttfConfig,"free");
automenuItem1=MenuItemLabel::create(label1,CC_CALLBACK_1(Camera3DTestDemo::SwitchViewCallback,CameraType::FreeCamera));
autolabel2=Label::createWithTTF(ttfConfig,"thirdperson");
automenuItem2=MenuItemLabel::create(label2,CameraType::ThirdCamera));
autolabel3=Label::createWithTTF(ttfConfig,"firstperson");
automenuItem3=MenuItemLabel::create(label3,CameraType::FirstCamera));
automenu=Menu::create(menuItem1,menuItem2,menuItem3,nullptr);
menu->setPosition(Vec2::ZERO);
menuItem1->setPosition(VisibleRect::left().x+100,VisibleRect::top().y-50);
menuItem2->setPosition(VisibleRect::left().x+100,VisibleRect::top().y-100);
menuItem3->setPosition(VisibleRect::left().x+100,VisibleRect::top().y-150);
addChild(menu,0);
//设置自定义更新器,时间间隔为0.0秒
schedule(CC_SCHEDULE_SELECTOR(Camera3DTestDemo::updateCamera),0.0f);
if(_camera==nullptr)
{
//初始化相机
_camera=Camera::createPerspective(60,(GLfloat)s.width/s.height,1000);
_camera->setCameraFlag(CameraFlag::USER1);
_layer3D->addChild(_camera);
}
//首先执行视角切换回调函数,先切换到第三视角
SwitchViewCallback(this,CameraType::ThirdCamera);
//创建3D画线类对象
DrawLine3D*line=DrawLine3D::create();
//drawx
for(intj=-20;j<=20;j++)
{
//将线段信息存入vector,调用draw绘图,实质是onDraw进行绘制
line->drawLine(Vec3(-100,5*j),Vec3(100,Color4F(1,1));
}
//drawz
for(intj=-20;j<=20;j++)
{
//将线段信息存入vector,调用draw绘图,实质是onDraw进行绘制
line->drawLine(Vec3(5*j,-100),Vec3(5*j,100),Color4F(0,1));
}
//drawy//绘制y轴方向的两条线段
line->drawLine(Vec3(0,-50,0.5,1));
line->drawLine(Vec3(0,50,1));
_layer3D->addChild(line);
//设置mask,使得其对相机可见
_layer3D->setCameraMask(2);
}
//onExit函数,退出当前层时执行
voidCamera3DTestDemo::onExit()
{
Layer::onExit();
if(_camera)
{
_camera=nullptr;
}
}
//添加精灵,参数1:精灵坐标,参数2:精灵文件路径,参数3:是否执行动作,参数4:缩放系数,参数5:是否绑定摄像机
voidCamera3DTestDemo::addNewSpriteWithCoords(Vec3p,boolplayAnimation,floatscale,boolbindCamera)
{
//创建3D精灵
autosprite=Sprite3D::create(fileName);
_layer3D->addChild(sprite);
floatglobalZOrder=sprite->getGlobalZOrder();
//设置精灵的坐标和全局Z轴顺序
sprite->setPosition3D(Vec3(p.x,p.y,p.z));
sprite->setGlobalZOrder(globalZOrder);
if(playAnimation)
{
//首先通过骨骼节点创建骨骼动画
autoanimation=Animation3D::create(fileName,"Take001");
if(animation)
{
//执行3D动画
autoanimate=Animate3D::create(animation);
sprite->runAction(RepeatForever::create(animate));
}
}
//如果绑定摄像机,将sprite赋值给_sprite3D对象
if(bindCamera)
{
_sprite3D=sprite;
}
sprite->setScale(scale);
}
//多点触摸
voidCamera3DTestDemo::onTouchesBegan(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
for(auto&item:touches)
{
autotouch=item;
autolocation=touch->getLocation();
}
}
//多点触摸移动,即点击线段区域,精灵移动过去
voidCamera3DTestDemo::onTouchesMoved(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
if(touches.size()==1)
{
autotouch=touches[0];
//获取第一个触摸点的OpenGL坐标系的坐标,原点在屏幕左下角。
//补充:屏幕坐标系,原点在屏幕左上角
//世界坐标系:与OpenGL坐标系一致,位于屏幕左下角
//节点坐标系:父节点的左下角,与OpenGL一致
autolocation=touch->getLocation();
PointnewPos=touch->getPrevIoUsLocation()-location;
if(_cameraType==CameraType::FreeCamera||_cameraType==CameraType::FirstCamera)
{
Vec3cameraDir;
Vec3cameraRightDir;
//返回世界仿射变换矩阵。矩阵单位是像素。并获取Forward矩阵,参数为目标向量。注意逆世界仿射变换矩阵
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
//将返回的矩阵向量规范化
cameraDir.normalize();
//将返回的矩阵向量y轴赋值为0
cameraDir.y=0;
//返回正确的举证向量的世界仿射变化矩阵
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
//向量规范化
cameraRightDir.normalize();
//向量y轴赋值0
cameraRightDir.y=0;
Vec3cameraPos=_camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.1f;
cameraPos+=cameraRightDir*newPos.x*0.1f;
//重新设置摄像机的3D坐标
_camera->setPosition3D(cameraPos);
//如果精灵存在,且相机的类型为第一视角,执行下面代码
if(_sprite3D&&_cameraType==CameraType::FirstCamera)
{
//设置精灵的3D坐标,并保存当前精灵坐标值,用于更新任务运动状态
_sprite3D->setPosition3D(Vec3(_camera->getPositionX(),_camera->getPositionZ()));
_targetPos=_sprite3D->getPosition3D();
}
}
}
}
//3D精灵移动
voidCamera3DTestDemo::move3D(floatelapsedTime)
{
if(_sprite3D)
{
//获取当前精灵的3D坐标
Vec3curPos=_sprite3D->getPosition3D();
//计算原来坐标与新坐标的向量
Vec3newFaceDir=_targetPos-curPos;
//将y轴赋值为0,并将新向量规范化
newFaceDir.y=0.0f;
newFaceDir.normalize();
//计算偏移
Vec3offset=newFaceDir*25.0f*elapsedTime;
curPos+=offset;
//设置精灵的新坐标
_sprite3D->setPosition3D(curPos);
offset.x=offset.x;
offset.z=offset.z;
if(_cameraType==CameraType::ThirdCamera)
{
//如果摄像机的类型为第三视角,同时更新摄像机的3D坐标
Vec3cameraPos=_camera->getPosition3D();
cameraPos.x+=offset.x;
cameraPos.z+=offset.z;
_camera->setPosition3D(cameraPos);
}
}
}
//判断精灵的状态
voidCamera3DTestDemo::updateState(floatelapsedTime)
{
if(_sprite3D)
{
Vec3curPos=_sprite3D->getPosition3D();
Vec3curFaceDir;
//返回世界仿射变换矩阵。矩阵单位是像素。并获取Forward矩阵,参数为目标向量。注意逆世界仿射变换矩阵
_sprite3D->getNodeToWorldTransform().getForwardVector(&curFaceDir);
curFaceDir=-curFaceDir;
curFaceDir.normalize();
Vec3newFaceDir=_targetPos-curPos;
newFaceDir.y=0.0f;
newFaceDir.normalize();
//计算两个向量的点积,通过返回的值判断精灵运动方向和是否停止
floatcosAngle=std::fabs(Vec3::dot(curFaceDir,newFaceDir)-1.0f);
//返回两个向量的平方距离
floatdist=curPos.distanceSquared(_targetPos);
if(dist<=4.0f)
{
if(cosAngle<=0.01f)
_curState=State_Idle;
else
_curState=State_Rotate;
}
else
{
if(cosAngle>0.01f)
_curState=State_Rotate|State_Move;
else
_curState=State_Move;
}
}
}
voidCamera3DTestDemo::onTouchesEnded(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
for(auto&item:touches)
{
autotouch=item;
autolocation=touch->getLocationInView();
if(_camera)
{
if(_sprite3D&&_cameraType==CameraType::ThirdCamera&&_bZoomOut==false&&_bZoomIn==false&&_bRotateLeft==false&&_bRotateRight==false)
{
Vec3nearP(location.x,location.y,-1.0f),farP(location.x,1.0f);
autosize=Director::getInstance()->getWinSize();
_camera->unproject(size,&nearP,&nearP);
_camera->unproject(size,&farP,&farP);
Vec3dir(farP-nearP);
floatdist=0.0f;
floatndd=Vec3::dot(Vec3(0,dir);
if(ndd==0)
dist=0.0f;
floatndo=Vec3::dot(Vec3(0,nearP);
dist=(0-ndo)/ndd;
Vec3p=nearP+dist*dir;
if(p.x>100)
p.x=100;
if(p.x<-100)
p.x=-100;
if(p.z>100)
p.z=100;
if(p.z<-100)
p.z=-100;
_targetPos=p;
}
}
}
}
voidonTouchesCancelled(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
}
//更新视图
voidCamera3DTestDemo::updateCamera(floatfDelta)
{
if(_sprite3D)
{
if(_cameraType==CameraType::ThirdCamera)
{
//摄像机类型为第三视角,判断精灵的运动状态
updateState(fDelta);
//如果精灵正在行走
if(isState(_curState,State_Move))
{
//使精灵和相机为行走状态
move3D(fDelta);
//如果行走在转身
if(isState(_curState,State_Rotate))
{
Vec3curPos=_sprite3D->getPosition3D();
Vec3newFaceDir=_targetPos-curPos;
newFaceDir.y=0;
newFaceDir.normalize();
Vec3up;
_sprite3D->getNodeToWorldTransform().getUpVector(&up);
up.normalize();
Vec3right;
Vec3::cross(-newFaceDir,up,&right);
right.normalize();
Vec3pos=Vec3(0,0);
Mat4mat;
mat.m[0]=right.x;
mat.m[1]=right.y;
mat.m[2]=right.z;
mat.m[3]=0.0f;
mat.m[4]=up.x;
mat.m[5]=up.y;
mat.m[6]=up.z;
mat.m[7]=0.0f;
mat.m[8]=newFaceDir.x;
mat.m[9]=newFaceDir.y;
mat.m[10]=newFaceDir.z;
mat.m[11]=0.0f;
mat.m[12]=pos.x;
mat.m[13]=pos.y;
mat.m[14]=pos.z;
mat.m[15]=1.0f;
//设置额外的节点变换矩阵
_sprite3D->setAdditionalTransform(&mat);
}
}
}
//如果执行缩小动作
if(_bZoomOut==true)
{
if(_camera)
{
//摄像机类型为第三视角
if(_cameraType==CameraType::ThirdCamera)
{
Vec3lookDir=_camera->getPosition3D()-_sprite3D->getPosition3D();
Vec3cameraPos=_camera->getPosition3D();
//求得相机与精灵的空间距离
if(lookDir.length()<=300)
{
//相机位置增加,且不改变相机与精灵的相对位置
cameraPos+=lookDir.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
//如果是自由视角
elseif(_cameraType==CameraType::FreeCamera)
{
Vec3cameraPos=_camera->getPosition3D();
if(cameraPos.length()<=300)
{
//相机距离增加
cameraPos+=cameraPos.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
}
}
//如果是放大效果
if(_bZoomIn==true)
{
if(_camera)
{
//相机是第三视角
if(_cameraType==CameraType::ThirdCamera)
{
Vec3lookDir=_camera->getPosition3D()-_sprite3D->getPosition3D();
Vec3cameraPos=_camera->getPosition3D();
if(lookDir.length()>=50)
{
//相机与精灵的距离大于50,才会执行下面操作
//相机位置增加
cameraPos-=lookDir.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
//如果为自由视角
elseif(_cameraType==CameraType::FreeCamera)
{
Vec3cameraPos=_camera->getPosition3D();
if(cameraPos.length()>=50)
{
//相机位置增加
cameraPos-=cameraPos.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
}
}
//如果是左转效果
if(_bRotateLeft==true)
{
//如果相机类型为自由视角和第一视角
if(_cameraType==CameraType::FreeCamera||_cameraType==CameraType::FirstCamera)
{
//y轴增加旋转
Vec3rotation3D=_camera->getRotation3D();
rotation3D.y+=1;
_camera->setRotation3D(rotation3D);
}
}
//如果是右转效果
if(_bRotateRight==true)
{
if(_cameraType==CameraType::FreeCamera||_cameraType==CameraType::FirstCamera)
{
//摄像机类型为自由视角和第一视角,y轴减少旋转
Vec3rotation3D=_camera->getRotation3D();
rotation3D.y-=1;
_camera->setRotation3D(rotation3D);
}
}
}
}
//判断精灵的运动状态
boolCamera3DTestDemo::isState(unsignedintstate,unsignedintbit)const
{
return(state&bit)==bit;
}
//缩小触摸事件
boolCamera3DTestDemo::onTouchesZoomOut(Touch*touch,Event*event)
{
autotarget=static_cast<Label*>(event->getCurrentTarget());
//将触摸点的位置转化为节点坐标位置
Vec2locationInNode=target->convertToNodeSpace(touch->getLocation());
Sizes=target->getContentSize();
Rectrect=Rect(0,s.width,s.height);
//如果触摸在节点内
if(rect.containsPoint(locationInNode))
{
_bZoomOut=true;
returntrue;
}
returnfalse;
}
//缩小触摸结束
voidCamera3DTestDemo::onTouchesZoomOutEnd(Touch*touch,Event*event)
{
_bZoomOut=false;
}
//放大触摸事件
boolCamera3DTestDemo::onTouchesZoomIn(Touch*touch,Event*event)
{
autotarget=static_cast<Label*>(event->getCurrentTarget());
Vec2locationInNode=target->convertToNodeSpace(touch->getLocation());
Sizes=target->getContentSize();
Rectrect=Rect(0,s.height);
//如果在节点内,设置放大判断值为true
if(rect.containsPoint(locationInNode))
{
_bZoomIn=true;
returntrue;
}
returnfalse;
}
//放大触摸结束
voidCamera3DTestDemo::onTouchesZoomInEnd(Touch*touch,Event*event)
{
_bZoomIn=false;
}
//左转触摸
boolCamera3DTestDemo::onTouchesRotateLeft(Touch*touch,s.height);
//设置左转触摸为true
if(rect.containsPoint(locationInNode))
{
_bRotateLeft=true;
returntrue;
}
returnfalse;
}
voidCamera3DTestDemo::onTouchesRotateLeftEnd(Touch*touch,Event*event)
{
//左转触摸结束,恢复判断值为false
_bRotateLeft=false;
}
//右转触摸
boolCamera3DTestDemo::onTouchesRotateRight(Touch*touch,s.height);
//设置右转触摸判断值为true;
if(rect.containsPoint(locationInNode))
{
_bRotateRight=true;
returntrue;
}
returnfalse;
}
//触摸结束,恢复右转判断触摸值为false
voidCamera3DTestDemo::onTouchesRotateRightEnd(Touch*touch,Event*event)
{
_bRotateRight=false;
}
2、使用
在HelloWorld的createScene中,直接创建Camera3DDemo的Layer对象,加入Scene
3、运行效果
//.h
#include"cocos2d.h"
#include<string>
USING_NS_CC;
#include<string>
namespacecocos2d{
classSprite3D;
classDelay;
}
enumState
{
State_None=0,
State_Idle=0x01,
State_Move=0x02,
State_Rotate=0x04,
State_Speak=0x08,
State_MeleeAttack=0x10,
State_RemoteAttack=0x20,
State_Attack=0x40,
};
enumclassCameraType
{
FreeCamera=0,
FirstCamera=1,
ThirdCamera=2,
};
classCamera3DTestDemo:publicLayer
{
public:
CREATE_FUNC(Camera3DTestDemo);
Camera3DTestDemo(void);
virtual~Camera3DTestDemo(void);
virtualvoidonEnter()override;
virtualvoidonExit()override;
voidaddNewSpriteWithCoords(Vec3p,std::stringfileName,boolplayAnimation=false,floatscale=1.0f,boolbindCamera=false);
voidonTouchesBegan(conststd::vector<Touch*>&touches,cocos2d::Event*event);
voidonTouchesMoved(conststd::vector<Touch*>&touches,cocos2d::Event*event);
voidonTouchesEnded(conststd::vector<Touch*>&touches,cocos2d::Event*event);
voidSwitchViewCallback(Ref*sender,CameraTypecameraType);
voidupdateCamera(floatfDelta);
voidmove3D(floatelapsedTime);
voidupdateState(floatelapsedTime);
boolisState(unsignedintstate,unsignedintbit)const;
boolonTouchesZoomOut(Touch*touch,Event*event);
voidonTouchesZoomOutEnd(Touch*touch,Event*event);
boolonTouchesZoomIn(Touch*touch,Event*event);
voidonTouchesZoomInEnd(Touch*touch,Event*event);
boolonTouchesRotateLeft(Touch*touch,Event*event);
voidonTouchesRotateLeftEnd(Touch*touch,Event*event);
boolonTouchesRotateRight(Touch*touch,Event*event);
voidonTouchesRotateRightEnd(Touch*touch,Event*event);
protected:
std::string_title;
Layer*_layer3D;
Sprite3D*_sprite3D;
Vec3_targetPos;
CameraType_cameraType;
MenuItem*_incRot;
MenuItem*_decRot;
unsignedint_curState;
Camera*_camera;
MoveTo*_moveAction;
bool_bZoomOut;
bool_bZoomIn;
bool_bRotateLeft;
bool_bRotateRight;
Label*_RotateRightlabel;
Label*_RotateLeftlabel;
Label*_ZoomInlabel;
Label*_ZoomOutlabel;
};
.cpp
#include"Camera3DDemo.h"
#include<algorithm>//包含STL库的算法
#include"VisibleRect.h"
classDrawLine3D:publicNode
{
public:
//静态创建函数
staticDrawLine3D*create();
//画线函数,参数1:起点;参数2:终点;参数3:线段颜色
voiddrawLine(constVec3&from,constVec3&to,constColor4F&color);
voidclear()
{
_buffer.clear();
}
//真正的绘图函数
voidonDraw(constMat4&transform,uint32_tflags);
//绘制节点
virtualvoiddraw(Renderer*renderer,constMat4&transform,uint32_tflags)override;
CC_CONSTRUCTOR_ACCESS:
DrawLine3D()
{
}
virtual~DrawLine3D()
{
}
virtualboolinit();
protected:
//自定义线段存放的结构体
structV3F_C4B
{
Vec3vertices;//线段端点坐标
Color4Bcolors;//线段颜色
};
//存放线段数据的容器
std::vector<V3F_C4B>_buffer;
//启动自定义绘图
CustomCommand_customCommand;
private:
//CC_DISALLOW_COPY_AND_ASSIGN宏的作用是定义一个类,禁止拷贝和赋值(=)运算符重载功能。
CC_DISALLOW_COPY_AND_ASSIGN(DrawLine3D);
};
DrawLine3D*DrawLine3D::create()
{
//nothrow创建对象失败返回0
autoret=new(std::nothrow)DrawLine3D();
//对象创建成功
if(ret&&ret->init())
returnret;
//对象创建失败
CC_SAFE_DELETE(ret);
returnnullptr;
}
boolDrawLine3D::init()
{
//设置节点着色程序
setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_COLOR));
returntrue;
}
//画线函数
voidDrawLine3D::drawLine(constVec3&from,constColor4F&color)
{
Color4Bcol=Color4B(color);//线段颜色
DrawLine3D::V3F_C4Bvertex;
vertex.vertices=from;//起点信息
vertex.colors=col;
_buffer.push_back(vertex);
vertex.vertices=to;//终点信息
_buffer.push_back(vertex);
}
//绘制节点函数
voidDrawLine3D::draw(Renderer*renderer,uint32_tflags)
{
_customCommand.init(_globalZOrder);
////调用真正的绘图函数onDraw
_customCommand.func=CC_CALLBACK_0(DrawLine3D::onDraw,this,transform,flags);
//将着色器程序加入renderer对象
renderer->addCommand(&_customCommand);
}
//真正的调用OpenGL接口绘图,涉及OpenGL知识,暂不了解
voidDrawLine3D::onDraw(constMat4&transform,uint32_tflags)
{
autoglProgram=getGLProgram();//返回当前节点的GLProgram(shader)
glProgram->use();//调用glUseProgram()函数,使用shader绘图
glProgram->setUniformsForBuiltins(transform);
glEnable(GL_DEPTH_TEST);
glBindBuffer(GL_ARRAY_BUFFER,0);
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_POSITION);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION,3,GL_FLOAT,GL_FALSE,sizeof(V3F_C4B),&(_buffer[0].vertices));
glEnableVertexAttribArray(GLProgram::VERTEX_ATTRIB_COLOR);
glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_COLOR,4,GL_UNSIGNED_BYTE,GL_TRUE,&(_buffer[0].colors));
glDrawArrays(GL_LINES,static_cast<int>(_buffer.size()));
glDisable(GL_DEPTH_TEST);
}
////////////////////////////////////////////////////////////////////////////////
enum
{
IDC_NEXT=100,
IDC_BACK,
IDC_RESTART
};
Camera3DTestDemo::Camera3DTestDemo(void)
:Layer()
,_camera(nullptr)
,_incRot(nullptr)
,_decRot(nullptr)
,_bZoomOut(false)
,_bZoomIn(false)
,_bRotateLeft(false)
,_bRotateRight(false)
{
}
Camera3DTestDemo::~Camera3DTestDemo(void)
{
}
//旋转视角回调函数
voidCamera3DTestDemo::SwitchViewCallback(Ref*sender,CameraTypecameraType)
{
//如果当前视角等于要转换的视角,则直接返回
if(_cameraType==cameraType)
{
return;
}
_cameraType=cameraType;
//如果摄像机类型等于自由视角
if(_cameraType==CameraType::FreeCamera)
{
_camera->setPosition3D(Vec3(0,130,130)+_sprite3D->getPosition3D());
_camera->lookAt(_sprite3D->getPosition3D(),Vec3(0,1,0));
_RotateRightlabel->setColor(Color3B::WHITE);
_RotateLeftlabel->setColor(Color3B::WHITE);
_ZoomInlabel->setColor(Color3B::WHITE);
_ZoomOutlabel->setColor(Color3B::WHITE);
}
//如果摄像机类型为第一视角
elseif(_cameraType==CameraType::FirstCamera)
{
Vec3newFaceDir;
//返回逆世界仿射变换矩阵。像素的矩阵。并获取Forward矩阵,参数为目标向量
_sprite3D->getWorldToNodeTransform().getForwardVector(&newFaceDir);
//目标向量标准化,将Vec3对象的x,y,z转化为分数,且x的平方+y的平方+z的平方=1
newFaceDir.normalize();
_camera->setPosition3D(Vec3(0,35,0)+_sprite3D->getPosition3D());
//设置相机的视图矩阵,参数1:target位置,参数2:向上的向量
_camera->lookAt(_sprite3D->getPosition3D()+newFaceDir*50,0));
_RotateRightlabel->setColor(Color3B::WHITE);
_RotateLeftlabel->setColor(Color3B::WHITE);
_ZoomInlabel->setColor(Color3B::GRAY);
_ZoomOutlabel->setColor(Color3B::GRAY);
}
//如果摄像机的类型为第三视角
elseif(_cameraType==CameraType::ThirdCamera)
{
_camera->setPosition3D(Vec3(0,130)+_sprite3D->getPosition3D());
//设置相机的视图矩阵。
_camera->lookAt(_sprite3D->getPosition3D(),0));
_RotateRightlabel->setColor(Color3B::GRAY);
_RotateLeftlabel->setColor(Color3B::GRAY);
_ZoomInlabel->setColor(Color3B::WHITE);
_ZoomOutlabel->setColor(Color3B::WHITE);
}
}
voidCamera3DTestDemo::onEnter()
{
Layer::onEnter();
_sprite3D=nullptr;
//注册事件
autos=Director::getInstance()->getWinSize();
autolistener=EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesBegan,this);
listener->onTouchesMoved=CC_CALLBACK_2(Camera3DTestDemo::onTouchesMoved,this);
listener->onTouchesEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesEnded,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener,this);
//创建新的层,用于加载3D精灵和线段
autolayer3D=Layer::create();
addChild(layer3D,0);
_layer3D=layer3D;
_curState=State_None;
//添加精灵参数依次为:Vec3向量,精灵文件路径,是否执行动作,缩放系数,是否绑定摄像机
addNewSpriteWithCoords(Vec3(0,0),"girl.c3b",true,0.2f,true);
TTFConfigttfConfig("fonts/arial.ttf",30);
//依次添加4个Label对象到对应的Node节点上,并对4个Label对象注册监听事件
autocontainerForLabel1=Node::create();
_ZoomOutlabel=Label::createWithTTF(ttfConfig,"zoomout");
_ZoomOutlabel->setPosition(s.width-150,VisibleRect::top().y-30);
containerForLabel1->addChild(_ZoomOutlabel);
addChild(containerForLabel1,10);
autolistener1=EventListenerTouchOneByOne::create();
listener1->setSwallowTouches(true);
listener1->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomOut,this);
listener1->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomOutEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener1,_ZoomOutlabel);
autocontainerForLabel2=Node::create();
_ZoomInlabel=Label::createWithTTF(ttfConfig,"zoomin");
_ZoomInlabel->setPosition(s.width-150,VisibleRect::top().y-100);
containerForLabel2->addChild(_ZoomInlabel);
addChild(containerForLabel2,10);
autolistener2=EventListenerTouchOneByOne::create();
listener2->setSwallowTouches(true);
listener2->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomIn,this);
listener2->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesZoomInEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener2,_ZoomInlabel);
autocontainerForLabel3=Node::create();
_RotateLeftlabel=Label::createWithTTF(ttfConfig,"rotateleft");
_RotateLeftlabel->setPosition(s.width-150,VisibleRect::top().y-170);
containerForLabel3->addChild(_RotateLeftlabel);
addChild(containerForLabel3,10);
autolistener3=EventListenerTouchOneByOne::create();
listener3->setSwallowTouches(true);
listener3->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateLeft,this);
listener3->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateLeftEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener3,_RotateLeftlabel);
autocontainerForLabel4=Node::create();
_RotateRightlabel=Label::createWithTTF(ttfConfig,"rotateright");
_RotateRightlabel->setPosition(s.width-150,VisibleRect::top().y-240);
containerForLabel4->addChild(_RotateRightlabel);
addChild(containerForLabel4,10);
autolistener4=EventListenerTouchOneByOne::create();
listener4->setSwallowTouches(true);
listener4->onTouchBegan=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateRight,this);
listener4->onTouchEnded=CC_CALLBACK_2(Camera3DTestDemo::onTouchesRotateRightEnd,this);
_eventDispatcher->addEventListenerWithSceneGraPHPriority(listener4,_RotateRightlabel);
//设置摄像机视角菜单选项,并回调转换视角函数
autolabel1=Label::createWithTTF(ttfConfig,"free");
automenuItem1=MenuItemLabel::create(label1,CC_CALLBACK_1(Camera3DTestDemo::SwitchViewCallback,CameraType::FreeCamera));
autolabel2=Label::createWithTTF(ttfConfig,"thirdperson");
automenuItem2=MenuItemLabel::create(label2,CameraType::ThirdCamera));
autolabel3=Label::createWithTTF(ttfConfig,"firstperson");
automenuItem3=MenuItemLabel::create(label3,CameraType::FirstCamera));
automenu=Menu::create(menuItem1,menuItem2,menuItem3,nullptr);
menu->setPosition(Vec2::ZERO);
menuItem1->setPosition(VisibleRect::left().x+100,VisibleRect::top().y-50);
menuItem2->setPosition(VisibleRect::left().x+100,VisibleRect::top().y-100);
menuItem3->setPosition(VisibleRect::left().x+100,VisibleRect::top().y-150);
addChild(menu,0);
//设置自定义更新器,时间间隔为0.0秒
schedule(CC_SCHEDULE_SELECTOR(Camera3DTestDemo::updateCamera),0.0f);
if(_camera==nullptr)
{
//初始化相机
_camera=Camera::createPerspective(60,(GLfloat)s.width/s.height,1000);
_camera->setCameraFlag(CameraFlag::USER1);
_layer3D->addChild(_camera);
}
//首先执行视角切换回调函数,先切换到第三视角
SwitchViewCallback(this,CameraType::ThirdCamera);
//创建3D画线类对象
DrawLine3D*line=DrawLine3D::create();
//drawx
for(intj=-20;j<=20;j++)
{
//将线段信息存入vector,调用draw绘图,实质是onDraw进行绘制
line->drawLine(Vec3(-100,5*j),Vec3(100,Color4F(1,1));
}
//drawz
for(intj=-20;j<=20;j++)
{
//将线段信息存入vector,调用draw绘图,实质是onDraw进行绘制
line->drawLine(Vec3(5*j,-100),Vec3(5*j,100),Color4F(0,1));
}
//drawy//绘制y轴方向的两条线段
line->drawLine(Vec3(0,-50,0.5,1));
line->drawLine(Vec3(0,50,1));
_layer3D->addChild(line);
//设置mask,使得其对相机可见
_layer3D->setCameraMask(2);
}
//onExit函数,退出当前层时执行
voidCamera3DTestDemo::onExit()
{
Layer::onExit();
if(_camera)
{
_camera=nullptr;
}
}
//添加精灵,参数1:精灵坐标,参数2:精灵文件路径,参数3:是否执行动作,参数4:缩放系数,参数5:是否绑定摄像机
voidCamera3DTestDemo::addNewSpriteWithCoords(Vec3p,boolplayAnimation,floatscale,boolbindCamera)
{
//创建3D精灵
autosprite=Sprite3D::create(fileName);
_layer3D->addChild(sprite);
floatglobalZOrder=sprite->getGlobalZOrder();
//设置精灵的坐标和全局Z轴顺序
sprite->setPosition3D(Vec3(p.x,p.y,p.z));
sprite->setGlobalZOrder(globalZOrder);
if(playAnimation)
{
//首先通过骨骼节点创建骨骼动画
autoanimation=Animation3D::create(fileName,"Take001");
if(animation)
{
//执行3D动画
autoanimate=Animate3D::create(animation);
sprite->runAction(RepeatForever::create(animate));
}
}
//如果绑定摄像机,将sprite赋值给_sprite3D对象
if(bindCamera)
{
_sprite3D=sprite;
}
sprite->setScale(scale);
}
//多点触摸
voidCamera3DTestDemo::onTouchesBegan(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
for(auto&item:touches)
{
autotouch=item;
autolocation=touch->getLocation();
}
}
//多点触摸移动,即点击线段区域,精灵移动过去
voidCamera3DTestDemo::onTouchesMoved(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
if(touches.size()==1)
{
autotouch=touches[0];
//获取第一个触摸点的OpenGL坐标系的坐标,原点在屏幕左下角。
//补充:屏幕坐标系,原点在屏幕左上角
//世界坐标系:与OpenGL坐标系一致,位于屏幕左下角
//节点坐标系:父节点的左下角,与OpenGL一致
autolocation=touch->getLocation();
PointnewPos=touch->getPrevIoUsLocation()-location;
if(_cameraType==CameraType::FreeCamera||_cameraType==CameraType::FirstCamera)
{
Vec3cameraDir;
Vec3cameraRightDir;
//返回世界仿射变换矩阵。矩阵单位是像素。并获取Forward矩阵,参数为目标向量。注意逆世界仿射变换矩阵
_camera->getNodeToWorldTransform().getForwardVector(&cameraDir);
//将返回的矩阵向量规范化
cameraDir.normalize();
//将返回的矩阵向量y轴赋值为0
cameraDir.y=0;
//返回正确的举证向量的世界仿射变化矩阵
_camera->getNodeToWorldTransform().getRightVector(&cameraRightDir);
//向量规范化
cameraRightDir.normalize();
//向量y轴赋值0
cameraRightDir.y=0;
Vec3cameraPos=_camera->getPosition3D();
cameraPos+=cameraDir*newPos.y*0.1f;
cameraPos+=cameraRightDir*newPos.x*0.1f;
//重新设置摄像机的3D坐标
_camera->setPosition3D(cameraPos);
//如果精灵存在,且相机的类型为第一视角,执行下面代码
if(_sprite3D&&_cameraType==CameraType::FirstCamera)
{
//设置精灵的3D坐标,并保存当前精灵坐标值,用于更新任务运动状态
_sprite3D->setPosition3D(Vec3(_camera->getPositionX(),_camera->getPositionZ()));
_targetPos=_sprite3D->getPosition3D();
}
}
}
}
//3D精灵移动
voidCamera3DTestDemo::move3D(floatelapsedTime)
{
if(_sprite3D)
{
//获取当前精灵的3D坐标
Vec3curPos=_sprite3D->getPosition3D();
//计算原来坐标与新坐标的向量
Vec3newFaceDir=_targetPos-curPos;
//将y轴赋值为0,并将新向量规范化
newFaceDir.y=0.0f;
newFaceDir.normalize();
//计算偏移
Vec3offset=newFaceDir*25.0f*elapsedTime;
curPos+=offset;
//设置精灵的新坐标
_sprite3D->setPosition3D(curPos);
offset.x=offset.x;
offset.z=offset.z;
if(_cameraType==CameraType::ThirdCamera)
{
//如果摄像机的类型为第三视角,同时更新摄像机的3D坐标
Vec3cameraPos=_camera->getPosition3D();
cameraPos.x+=offset.x;
cameraPos.z+=offset.z;
_camera->setPosition3D(cameraPos);
}
}
}
//判断精灵的状态
voidCamera3DTestDemo::updateState(floatelapsedTime)
{
if(_sprite3D)
{
Vec3curPos=_sprite3D->getPosition3D();
Vec3curFaceDir;
//返回世界仿射变换矩阵。矩阵单位是像素。并获取Forward矩阵,参数为目标向量。注意逆世界仿射变换矩阵
_sprite3D->getNodeToWorldTransform().getForwardVector(&curFaceDir);
curFaceDir=-curFaceDir;
curFaceDir.normalize();
Vec3newFaceDir=_targetPos-curPos;
newFaceDir.y=0.0f;
newFaceDir.normalize();
//计算两个向量的点积,通过返回的值判断精灵运动方向和是否停止
floatcosAngle=std::fabs(Vec3::dot(curFaceDir,newFaceDir)-1.0f);
//返回两个向量的平方距离
floatdist=curPos.distanceSquared(_targetPos);
if(dist<=4.0f)
{
if(cosAngle<=0.01f)
_curState=State_Idle;
else
_curState=State_Rotate;
}
else
{
if(cosAngle>0.01f)
_curState=State_Rotate|State_Move;
else
_curState=State_Move;
}
}
}
voidCamera3DTestDemo::onTouchesEnded(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
for(auto&item:touches)
{
autotouch=item;
autolocation=touch->getLocationInView();
if(_camera)
{
if(_sprite3D&&_cameraType==CameraType::ThirdCamera&&_bZoomOut==false&&_bZoomIn==false&&_bRotateLeft==false&&_bRotateRight==false)
{
Vec3nearP(location.x,location.y,-1.0f),farP(location.x,1.0f);
autosize=Director::getInstance()->getWinSize();
_camera->unproject(size,&nearP,&nearP);
_camera->unproject(size,&farP,&farP);
Vec3dir(farP-nearP);
floatdist=0.0f;
floatndd=Vec3::dot(Vec3(0,dir);
if(ndd==0)
dist=0.0f;
floatndo=Vec3::dot(Vec3(0,nearP);
dist=(0-ndo)/ndd;
Vec3p=nearP+dist*dir;
if(p.x>100)
p.x=100;
if(p.x<-100)
p.x=-100;
if(p.z>100)
p.z=100;
if(p.z<-100)
p.z=-100;
_targetPos=p;
}
}
}
}
voidonTouchesCancelled(conststd::vector<Touch*>&touches,cocos2d::Event*event)
{
}
//更新视图
voidCamera3DTestDemo::updateCamera(floatfDelta)
{
if(_sprite3D)
{
if(_cameraType==CameraType::ThirdCamera)
{
//摄像机类型为第三视角,判断精灵的运动状态
updateState(fDelta);
//如果精灵正在行走
if(isState(_curState,State_Move))
{
//使精灵和相机为行走状态
move3D(fDelta);
//如果行走在转身
if(isState(_curState,State_Rotate))
{
Vec3curPos=_sprite3D->getPosition3D();
Vec3newFaceDir=_targetPos-curPos;
newFaceDir.y=0;
newFaceDir.normalize();
Vec3up;
_sprite3D->getNodeToWorldTransform().getUpVector(&up);
up.normalize();
Vec3right;
Vec3::cross(-newFaceDir,up,&right);
right.normalize();
Vec3pos=Vec3(0,0);
Mat4mat;
mat.m[0]=right.x;
mat.m[1]=right.y;
mat.m[2]=right.z;
mat.m[3]=0.0f;
mat.m[4]=up.x;
mat.m[5]=up.y;
mat.m[6]=up.z;
mat.m[7]=0.0f;
mat.m[8]=newFaceDir.x;
mat.m[9]=newFaceDir.y;
mat.m[10]=newFaceDir.z;
mat.m[11]=0.0f;
mat.m[12]=pos.x;
mat.m[13]=pos.y;
mat.m[14]=pos.z;
mat.m[15]=1.0f;
//设置额外的节点变换矩阵
_sprite3D->setAdditionalTransform(&mat);
}
}
}
//如果执行缩小动作
if(_bZoomOut==true)
{
if(_camera)
{
//摄像机类型为第三视角
if(_cameraType==CameraType::ThirdCamera)
{
Vec3lookDir=_camera->getPosition3D()-_sprite3D->getPosition3D();
Vec3cameraPos=_camera->getPosition3D();
//求得相机与精灵的空间距离
if(lookDir.length()<=300)
{
//相机位置增加,且不改变相机与精灵的相对位置
cameraPos+=lookDir.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
//如果是自由视角
elseif(_cameraType==CameraType::FreeCamera)
{
Vec3cameraPos=_camera->getPosition3D();
if(cameraPos.length()<=300)
{
//相机距离增加
cameraPos+=cameraPos.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
}
}
//如果是放大效果
if(_bZoomIn==true)
{
if(_camera)
{
//相机是第三视角
if(_cameraType==CameraType::ThirdCamera)
{
Vec3lookDir=_camera->getPosition3D()-_sprite3D->getPosition3D();
Vec3cameraPos=_camera->getPosition3D();
if(lookDir.length()>=50)
{
//相机与精灵的距离大于50,才会执行下面操作
//相机位置增加
cameraPos-=lookDir.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
//如果为自由视角
elseif(_cameraType==CameraType::FreeCamera)
{
Vec3cameraPos=_camera->getPosition3D();
if(cameraPos.length()>=50)
{
//相机位置增加
cameraPos-=cameraPos.getNormalized();
_camera->setPosition3D(cameraPos);
}
}
}
}
//如果是左转效果
if(_bRotateLeft==true)
{
//如果相机类型为自由视角和第一视角
if(_cameraType==CameraType::FreeCamera||_cameraType==CameraType::FirstCamera)
{
//y轴增加旋转
Vec3rotation3D=_camera->getRotation3D();
rotation3D.y+=1;
_camera->setRotation3D(rotation3D);
}
}
//如果是右转效果
if(_bRotateRight==true)
{
if(_cameraType==CameraType::FreeCamera||_cameraType==CameraType::FirstCamera)
{
//摄像机类型为自由视角和第一视角,y轴减少旋转
Vec3rotation3D=_camera->getRotation3D();
rotation3D.y-=1;
_camera->setRotation3D(rotation3D);
}
}
}
}
//判断精灵的运动状态
boolCamera3DTestDemo::isState(unsignedintstate,unsignedintbit)const
{
return(state&bit)==bit;
}
//缩小触摸事件
boolCamera3DTestDemo::onTouchesZoomOut(Touch*touch,Event*event)
{
autotarget=static_cast<Label*>(event->getCurrentTarget());
//将触摸点的位置转化为节点坐标位置
Vec2locationInNode=target->convertToNodeSpace(touch->getLocation());
Sizes=target->getContentSize();
Rectrect=Rect(0,s.width,s.height);
//如果触摸在节点内
if(rect.containsPoint(locationInNode))
{
_bZoomOut=true;
returntrue;
}
returnfalse;
}
//缩小触摸结束
voidCamera3DTestDemo::onTouchesZoomOutEnd(Touch*touch,Event*event)
{
_bZoomOut=false;
}
//放大触摸事件
boolCamera3DTestDemo::onTouchesZoomIn(Touch*touch,Event*event)
{
autotarget=static_cast<Label*>(event->getCurrentTarget());
Vec2locationInNode=target->convertToNodeSpace(touch->getLocation());
Sizes=target->getContentSize();
Rectrect=Rect(0,s.height);
//如果在节点内,设置放大判断值为true
if(rect.containsPoint(locationInNode))
{
_bZoomIn=true;
returntrue;
}
returnfalse;
}
//放大触摸结束
voidCamera3DTestDemo::onTouchesZoomInEnd(Touch*touch,Event*event)
{
_bZoomIn=false;
}
//左转触摸
boolCamera3DTestDemo::onTouchesRotateLeft(Touch*touch,s.height);
//设置左转触摸为true
if(rect.containsPoint(locationInNode))
{
_bRotateLeft=true;
returntrue;
}
returnfalse;
}
voidCamera3DTestDemo::onTouchesRotateLeftEnd(Touch*touch,Event*event)
{
//左转触摸结束,恢复判断值为false
_bRotateLeft=false;
}
//右转触摸
boolCamera3DTestDemo::onTouchesRotateRight(Touch*touch,s.height);
//设置右转触摸判断值为true;
if(rect.containsPoint(locationInNode))
{
_bRotateRight=true;
returntrue;
}
returnfalse;
}
//触摸结束,恢复右转判断触摸值为false
voidCamera3DTestDemo::onTouchesRotateRightEnd(Touch*touch,Event*event)
{
_bRotateRight=false;
}
2、使用
在HelloWorld的createScene中,直接创建Camera3DDemo的Layer对象,加入Scene
3、运行效果