Example #1
0
bool PlanetSprite::init()
{
    if(!Sprite3D::init())
        return false;

    //Loads the mesh from cache
    loadFromCache(PLANET_MESH_MARS);
    //Loads the texture
    setTexture(PLANET_TEXTURE_MARS);

    //Calculates a random rotation speed and Z axis inclination
    int rotationSpeed = RandomHelper::random_int(1, 3);
    unsigned int axisInclinitation = RandomHelper::random_int(-90, 90);

    //Calculates a random sacale
    float scale = RandomHelper::random_real(1.f, 3.f);

    //Calculates a irregular scale
    float scaleX = RandomHelper::random_real(1.0f, 1.25f) * scale;
    float scaleY = RandomHelper::random_real(1.0f, 1.25f) * scale;
    float scaleZ = RandomHelper::random_real(1.0f, 1.25f) * scale;

    setScaleX(scaleX);
    setScaleY(scaleY);
    setScaleZ(scaleZ);

    setRotation3D(Vec3(0, 0, axisInclinitation));

    runAction(RepeatForever::create(RotateBy::create(rotationSpeed, Vec3(0, 360, 0))));

    return true;
}
Example #2
0
Sprite3D* Sprite3D::createSprite3DNode(NodeData* nodedata,ModelData* modeldata,const MaterialDatas& materialdatas)
{
    auto sprite = new (std::nothrow) Sprite3D();
    if (sprite)
    {
        sprite->setName(nodedata->id);
        auto mesh = Mesh::create(nodedata->id, getMeshIndexData(modeldata->subMeshId));
        if (modeldata->matrialId == "" && materialdatas.materials.size())
        {
            const NTextureData* textureData = materialdatas.materials[0].getTextureData(NTextureData::Usage::Diffuse);
            if (!textureData->filename.empty())
                mesh->setTexture(textureData->filename);
        }
        else
        {
            const NMaterialData*  materialData=materialdatas.getMaterialData(modeldata->matrialId);
            if(materialData)
            {
                const NTextureData* textureData = materialData->getTextureData(NTextureData::Usage::Diffuse);
                if(textureData && !textureData->filename.empty())
                {
                    auto tex = Director::getInstance()->getTextureCache()->addImage(textureData->filename);
                    if(tex)
                    {
                        Texture2D::TexParams texParams;
                        texParams.minFilter = GL_LINEAR;
                        texParams.magFilter = GL_LINEAR;
                        texParams.wrapS = textureData->wrapS;
                        texParams.wrapT = textureData->wrapT;
                        tex->setTexParameters(texParams);
                        mesh->setTexture(tex);
                        mesh->_isTransparent = (materialData->getTextureData(NTextureData::Usage::Transparency) != nullptr);
                    }

                }
            }
        }

        // set locale transform
        Vec3 pos;
        Quaternion qua;
        Vec3 scale;
        nodedata->transform.decompose(&scale, &qua, &pos);
        sprite->setPosition3D(pos);
        sprite->setRotationQuat(qua);
        sprite->setScaleX(scale.x);
        sprite->setScaleY(scale.y);
        sprite->setScaleZ(scale.z);
        
        sprite->addMesh(mesh);
        sprite->autorelease();
        sprite->genGLProgramState(); 
    }
    return   sprite;
}
Example #3
0
bool BasicPhysics3DDemo::init()
{
    if (!Physics3DTestDemo::init())
        return false;

    //create floor
    Physics3DRigidBodyDes rbDes;
    rbDes.mass = 0.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(60.0f, 1.0f, 60.0f));
    
    auto floor = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
    floor->setTexture("Sprite3DTest/plane.png");
    floor->setScaleX(60);
    floor->setScaleZ(60);
    this->addChild(floor);
    floor->setCameraMask((unsigned short)CameraFlag::USER1);
    floor->syncNodeToPhysics();
    //static object sync is not needed
    floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);
    
    //create several boxes using PhysicsSprite3D
    rbDes.mass = 1.f;
    rbDes.shape = Physics3DShape::createBox(Vec3(0.8f, 0.8f, 0.8f));
    float start_x = START_POS_X - ARRAY_SIZE_X/2;
    float start_y = START_POS_Y;
    float start_z = START_POS_Z - ARRAY_SIZE_Z/2;

    for (int k=0;k<ARRAY_SIZE_Y;k++)
    {
        for (int i=0;i<ARRAY_SIZE_X;i++)
        {
            for(int j = 0;j<ARRAY_SIZE_Z;j++)
            {
                float x = 1.0*i + start_x;
                float y = 5.0+1.0*k + start_y;
                float z = 1.0*j + start_z;
                
                auto sprite = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
                sprite->setTexture("Images/CyanSquare.png");
                sprite->setPosition3D(Vec3(x, y, z));
                sprite->syncNodeToPhysics();
                sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
                sprite->setCameraMask((unsigned short)CameraFlag::USER1);
                sprite->setScale(0.8f);
                this->addChild(sprite);
            }
        }
    }

    physicsScene->setPhysics3DDebugCamera(_camera);

    return true;
}
Example #4
0
void Transform::applyAnimationValueScaleZ(float sz)
{
    if ((_animationPropertyBitFlag & ANIMATION_SCALE_Z_BIT) != ANIMATION_SCALE_Z_BIT)
    {
        _animationPropertyBitFlag |= ANIMATION_SCALE_Z_BIT;
        setScaleZ(sz);
    }
    else
    {
        _scale.z += sz;
        dirty();
    }
}
Example #5
0
void ModelDataModel::setScale(const Vector3f &scale)
{
    setScaleX(scale[0]);
    setScaleY(scale[1]);
    setScaleZ(scale[2]);
}
Example #6
0
void Sprite3D::createNode(NodeData* nodedata, Node* root, const MaterialDatas& materialdatas, bool singleSprite)
{
    Node* node=nullptr;
    for(const auto& it : nodedata->modelNodeDatas)
    {
        if(it)
        {
            if(it->bones.size() > 0 || singleSprite)
            {
                if(singleSprite && root!=nullptr)
                    root->setName(nodedata->id);
                auto mesh = Mesh::create(nodedata->id, getMeshIndexData(it->subMeshId));
                if(mesh)
                {
                    _meshes.pushBack(mesh);
                    if (_skeleton && it->bones.size())
                    {
                        auto skin = MeshSkin::create(_skeleton, it->bones, it->invBindPose);
                        mesh->setSkin(skin);
                    }
                    mesh->_visibleChanged = std::bind(&Sprite3D::onAABBDirty, this);

                    if (it->matrialId == "" && materialdatas.materials.size())
                    {
                        const NTextureData* textureData = materialdatas.materials[0].getTextureData(NTextureData::Usage::Diffuse);
                        mesh->setTexture(textureData->filename);
                    }
                    else
                    {
                        const NMaterialData*  materialData=materialdatas.getMaterialData(it->matrialId);
                        if(materialData)
                        {
                            const NTextureData* textureData = materialData->getTextureData(NTextureData::Usage::Diffuse);
                            if(textureData && !textureData->filename.empty())
                            {
                                auto tex = Director::getInstance()->getTextureCache()->addImage(textureData->filename);
                                if(tex)
                                {
                                    Texture2D::TexParams texParams;
                                    texParams.minFilter = GL_LINEAR;
                                    texParams.magFilter = GL_LINEAR;
                                    texParams.wrapS = textureData->wrapS;
                                    texParams.wrapT = textureData->wrapT;
                                    tex->setTexParameters(texParams);
                                    mesh->setTexture(tex);
                                    mesh->_isTransparent = (materialData->getTextureData(NTextureData::Usage::Transparency) != nullptr);
                                }

                            }
                        }
                    }
                    
                    Vec3 pos;
                    Quaternion qua;
                    Vec3 scale;
                    nodedata->transform.decompose(&scale, &qua, &pos);
                    setPosition3D(pos);
                    setRotationQuat(qua);
                    setScaleX(scale.x);
                    setScaleY(scale.y);
                    setScaleZ(scale.z);
                    
                }
            }
            else
            {
                auto sprite = createSprite3DNode(nodedata,it,materialdatas);
                if (sprite)
                {
                    if(root)
                    {
                        root->addChild(sprite);
                    } 
                }
                node=sprite;
            } 
        }
    }
    if(nodedata->modelNodeDatas.size() ==0 )
    {
        node= Node::create();
        if(node)
        {
            node->setName(nodedata->id);
            
            // set locale transform
            Vec3 pos;
            Quaternion qua;
            Vec3 scale;
            nodedata->transform.decompose(&scale, &qua, &pos);
            node->setPosition3D(pos);
            node->setRotationQuat(qua);
            node->setScaleX(scale.x);
            node->setScaleY(scale.y);
            node->setScaleZ(scale.z);
            
            if(root)
            {
                root->addChild(node);
            } 
        }
    }
    for(const auto& it : nodedata->children)
    {
        createNode(it,node, materialdatas, nodedata->children.size() == 1);
    }
}
Example #7
0
void Transform::setAnimationPropertyValue(int propertyId, AnimationValue* value, float blendWeight)
{
    GP_ASSERT(value);
    GP_ASSERT(blendWeight >= 0.0f && blendWeight <= 1.0f);

    switch (propertyId)
    {
    case ANIMATE_SCALE_UNIT:
    {
        float scale = Curve::lerp(blendWeight, _scale.x, value->getFloat(0));
        setScale(scale);
        break;
    }
    case ANIMATE_SCALE:
    {
        setScale(Curve::lerp(blendWeight, _scale.x, value->getFloat(0)), Curve::lerp(blendWeight, _scale.y, value->getFloat(1)), Curve::lerp(blendWeight, _scale.z, value->getFloat(2)));
        break;
    }
    case ANIMATE_SCALE_X:
    {
        setScaleX(Curve::lerp(blendWeight, _scale.x, value->getFloat(0)));
        break;
    }
    case ANIMATE_SCALE_Y:
    {
        setScaleY(Curve::lerp(blendWeight, _scale.y, value->getFloat(0)));
        break;
    }
    case ANIMATE_SCALE_Z:
    {
        setScaleZ(Curve::lerp(blendWeight, _scale.z, value->getFloat(0)));
        break;
    }
    case ANIMATE_ROTATE:
    {
        applyAnimationValueRotation(value, 0, blendWeight);
        break;
    }
    case ANIMATE_TRANSLATE:
    {
        setTranslation(Curve::lerp(blendWeight, _translation.x, value->getFloat(0)), Curve::lerp(blendWeight, _translation.y, value->getFloat(1)), Curve::lerp(blendWeight, _translation.z, value->getFloat(2)));
        break;
    }
    case ANIMATE_TRANSLATE_X:
    {
        setTranslationX(Curve::lerp(blendWeight, _translation.x, value->getFloat(0)));
        break;
    }
    case ANIMATE_TRANSLATE_Y:
    {
        setTranslationY(Curve::lerp(blendWeight, _translation.y, value->getFloat(0)));
        break;
    }
    case ANIMATE_TRANSLATE_Z:
    {
        setTranslationZ(Curve::lerp(blendWeight, _translation.z, value->getFloat(0)));
        break;
    }
    case ANIMATE_ROTATE_TRANSLATE:
    {
        applyAnimationValueRotation(value, 0, blendWeight);
        setTranslation(Curve::lerp(blendWeight, _translation.x, value->getFloat(4)), Curve::lerp(blendWeight, _translation.y, value->getFloat(5)), Curve::lerp(blendWeight, _translation.z, value->getFloat(6)));
        break;
    }
    case ANIMATE_SCALE_ROTATE:
    {
        setScale(Curve::lerp(blendWeight, _scale.x, value->getFloat(0)), Curve::lerp(blendWeight, _scale.y, value->getFloat(1)), Curve::lerp(blendWeight, _scale.z, value->getFloat(2)));
        applyAnimationValueRotation(value, 3, blendWeight);
        break;
    }
    case ANIMATE_SCALE_TRANSLATE:
    {
        setScale(Curve::lerp(blendWeight, _scale.x, value->getFloat(0)), Curve::lerp(blendWeight, _scale.y, value->getFloat(1)), Curve::lerp(blendWeight, _scale.z, value->getFloat(2)));
        setTranslation(Curve::lerp(blendWeight, _translation.x, value->getFloat(3)), Curve::lerp(blendWeight, _translation.y, value->getFloat(4)), Curve::lerp(blendWeight, _translation.z, value->getFloat(5)));
        break;
    }
    case ANIMATE_SCALE_ROTATE_TRANSLATE:
    {
        setScale(Curve::lerp(blendWeight, _scale.x, value->getFloat(0)), Curve::lerp(blendWeight, _scale.y, value->getFloat(1)), Curve::lerp(blendWeight, _scale.z, value->getFloat(2)));
        applyAnimationValueRotation(value, 3, blendWeight);
        setTranslation(Curve::lerp(blendWeight, _translation.x, value->getFloat(7)), Curve::lerp(blendWeight, _translation.y, value->getFloat(8)), Curve::lerp(blendWeight, _translation.z, value->getFloat(9)));
        break;
    }
    default:
        break;
    }
}
Example #8
0
bool Physics3DConstraintDemo::init()
{
    if (!Physics3DTestDemo::init())
        return false;
    
    //PhysicsSprite3D = Sprite3D + Physics3DComponent
    Physics3DRigidBodyDes rbDes;
    rbDes.disableSleep = true;
    //create box
    auto sprite = Sprite3D::create("Sprite3DTest/orc.c3b");
    rbDes.mass = 10.f;
    rbDes.shape = Physics3DShape::createBox(Vec3(5.0f, 5.0f, 5.0f));
    auto rigidBody = Physics3DRigidBody::create(&rbDes);
    Quaternion quat;
    Quaternion::createFromAxisAngle(Vec3(0.f, 1.f, 0.f), CC_DEGREES_TO_RADIANS(180), &quat);
    auto component = Physics3DComponent::create(rigidBody, Vec3(0.f, -3.f, 0.f), quat);
    
    sprite->addComponent(component);
    addChild(sprite);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    sprite->setScale(0.4f);
    sprite->setPosition3D(Vec3(-20.f, 5.f, 0.f));
    //sync node position to physics
    component->syncNodeToPhysics();
    //physics controlled, we will not set position for it, so we can skip sync node position to physics
    component->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
    
    physicsScene->setPhysics3DDebugCamera(_camera);
    
    //create point to point constraint
    Physics3DConstraint* constraint = Physics3DPointToPointConstraint::create(rigidBody, Vec3(2.5f, 2.5f, 2.5f));
    physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
    
    //create hinge constraint
    rbDes.mass = 1.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(8.0f, 8.0f, 1.f));
    rigidBody = Physics3DRigidBody::create(&rbDes);
    component = Physics3DComponent::create(rigidBody);
    sprite = Sprite3D::create("Sprite3DTest/box.c3t");
    sprite->setTexture("Sprite3DTest/plane.png");
    sprite->setScaleX(8.f);
    sprite->setScaleY(8.f);
    sprite->setPosition3D(Vec3(5.f, 0.f, 0.f));
    sprite->addComponent(component);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    this->addChild(sprite);
    component->syncNodeToPhysics();
    rigidBody->setAngularVelocity(Vec3(0,3,0));
    constraint = Physics3DHingeConstraint::create(rigidBody, Vec3(4.f, 4.f, 0.5f), Vec3(0.f, 1.f, 0.f));
    physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
    
    
    //create slider constraint
    rbDes.mass = 1.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 2.0f, 3.f));
    rigidBody = Physics3DRigidBody::create(&rbDes);
    component = Physics3DComponent::create(rigidBody);
    sprite = Sprite3D::create("Sprite3DTest/box.c3t");
    sprite->setTexture("Sprite3DTest/plane.png");
    sprite->setScaleX(3.f);
    sprite->setScaleZ(3.f);
    sprite->setPosition3D(Vec3(30.f, 15.f, 0.f));
    sprite->addComponent(component);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    this->addChild(sprite);
    component->syncNodeToPhysics();
    rigidBody->setLinearVelocity(Vec3(0,3,0));
    
    rbDes.mass = 0.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 3.0f, 3.f));
    auto rigidBodyB = Physics3DRigidBody::create(&rbDes);
    component = Physics3DComponent::create(rigidBodyB);
    sprite = Sprite3D::create("Sprite3DTest/box.c3t");
    sprite->setTexture("Sprite3DTest/plane.png");
    sprite->setScale(3.f);
    sprite->setPosition3D(Vec3(30.f, 5.f, 0.f));
    sprite->addComponent(component);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    this->addChild(sprite);
    component->syncNodeToPhysics();

    Mat4 frameInA, frameInB;
    Mat4::createRotationZ(CC_DEGREES_TO_RADIANS(90), &frameInA);
    frameInB = frameInA;
    frameInA.m[13] = -5.f;
    frameInB.m[13] = 5.f;
    constraint = Physics3DSliderConstraint::create(rigidBody, rigidBodyB, frameInA, frameInB, false);
    physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
    ((Physics3DSliderConstraint*)constraint)->setLowerLinLimit(-5.f);
    ((Physics3DSliderConstraint*)constraint)->setUpperLinLimit(5.f);
    
    //create ConeTwist constraint
    rbDes.mass = 1.f;
    rbDes.shape = Physics3DShape::createBox(Vec3(3.f, 3.f, 3.f));
    rigidBody = Physics3DRigidBody::create(&rbDes);
    component = Physics3DComponent::create(rigidBody);
    sprite = Sprite3D::create("Sprite3DTest/box.c3t");
    sprite->setTexture("Sprite3DTest/plane.png");
    sprite->setScale(3.f);
    sprite->setPosition3D(Vec3(-10.f, 5.f, 0.f));
    sprite->addComponent(component);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    this->addChild(sprite);
    component->syncNodeToPhysics();

    Mat4::createRotationZ(CC_DEGREES_TO_RADIANS(90), &frameInA);
    frameInA.m[12] = 0.f;
    frameInA.m[13] = -10.f;
    frameInA.m[14] = 0.f;
    constraint = Physics3DConeTwistConstraint::create(rigidBody, frameInA);
    physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint, true);
    ((Physics3DConeTwistConstraint*)constraint)->setLimit(CC_DEGREES_TO_RADIANS(10), CC_DEGREES_TO_RADIANS(10), CC_DEGREES_TO_RADIANS(40));
    
    //create 6 dof constraint
    rbDes.mass = 1.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 3.0f, 3.f));
    rigidBody = Physics3DRigidBody::create(&rbDes);
    component = Physics3DComponent::create(rigidBody);
    sprite = Sprite3D::create("Sprite3DTest/box.c3t");
    sprite->setTexture("Sprite3DTest/plane.png");
    sprite->setScale(3.f);
    sprite->setPosition3D(Vec3(30.f, -5.f, 0.f));
    sprite->addComponent(component);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    this->addChild(sprite);
    component->syncNodeToPhysics();
    frameInA.setIdentity();
    constraint = Physics3D6DofConstraint::create(rigidBody, frameInA, false);
    physicsScene->getPhysics3DWorld()->addPhysics3DConstraint(constraint);
    ((Physics3D6DofConstraint*)constraint)->setAngularLowerLimit(Vec3(0,0,0));
    ((Physics3D6DofConstraint*)constraint)->setAngularUpperLimit(Vec3(0,0,0));
    ((Physics3D6DofConstraint*)constraint)->setLinearLowerLimit(Vec3(-10,0,0));
    ((Physics3D6DofConstraint*)constraint)->setLinearUpperLimit(Vec3(10,0,0));

    return true;
}
Example #9
0
bool Physics3DKinematicDemo::init()
{
    if (!Physics3DTestDemo::init())
        return false;

    //create floor
    Physics3DRigidBodyDes rbDes;
    rbDes.mass = 0.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(60.0f, 1.0f, 60.0f));
    auto floor = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
    floor->setTexture("Sprite3DTest/plane.png");
    floor->setScaleX(60);
    floor->setScaleZ(60);
    floor->setPosition3D(Vec3(0.f, -1.f, 0.f));
    this->addChild(floor);
    floor->setCameraMask((unsigned short)CameraFlag::USER1);
    floor->syncNodeToPhysics();
    //static object sync is not needed
    floor->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::NONE);

    //create Kinematics
    for (unsigned int i = 0; i < 3; ++i)
    {
        rbDes.mass = 0.f; //kinematic objects. zero mass so that it can not be affected by other dynamic objects
        rbDes.shape = Physics3DShape::createBox(Vec3(2.0f, 2.0f, 2.0f));
        
        auto sprite = PhysicsSprite3D::create("Sprite3DTest/box.c3t", &rbDes);
        sprite->setTexture("Images/CyanSquare.png");
        sprite->setCameraMask((unsigned short)CameraFlag::USER1);
        auto rigidBody = static_cast<Physics3DRigidBody*>(sprite->getPhysicsObj());
        rigidBody->setKinematic(true);
        
        this->addChild(sprite);

        sprite->setScale(2.0f);
        sprite->setPosition3D(Vec3(-15.0f, 0.0f, 15.0f - 15.0f * i));
        auto moveby = MoveBy::create(2.0f + i, Vec3(30.0f, 0.0f, 0.0f));
        sprite->runAction(RepeatForever::create(Sequence::create(moveby, moveby->reverse(), nullptr)));
    }

    //create Dynamic
    {
        //create several spheres
        rbDes.mass = 1.f;
        rbDes.shape = Physics3DShape::createSphere(0.5f);
        float start_x = START_POS_X - ARRAY_SIZE_X/2;
        float start_y = START_POS_Y + 5.0f;
        float start_z = START_POS_Z - ARRAY_SIZE_Z/2;

        for (int k=0;k<ARRAY_SIZE_Y;k++)
        {
            for (int i=0;i<ARRAY_SIZE_X;i++)
            {
                for(int j = 0;j<ARRAY_SIZE_Z;j++)
                {
                    float x = 1.0*i + start_x;
                    float y = 5.0+1.0*k + start_y;
                    float z = 1.0*j + start_z;
                    rbDes.originalTransform.setIdentity();
                    rbDes.originalTransform.translate(x, y, z);

                    auto sprite = PhysicsSprite3D::create("Sprite3DTest/sphere.c3b", &rbDes);
                    sprite->setTexture("Sprite3DTest/plane.png");
                    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
                    sprite->setScale(1.0f / sprite->getContentSize().width);
                    this->addChild(sprite);
                    sprite->setPosition3D(Vec3(x, y, z));
                    sprite->syncNodeToPhysics();
                    
                    sprite->setSyncFlag(Physics3DComponent::PhysicsSyncFlag::PHYSICS_TO_NODE);
                }
            }
        }
    }


    physicsScene->setPhysics3DDebugCamera(_camera);
    return true;
}
//--------------------------------------------------------------
void LayerTransform::processOscCommand(const string& command, const ofxOscMessage& m) {
    
    if(isMatch(command,"position") || isMatch(command,"p")) {
        if(validateOscSignature("([if][if]?[if]?)|([s][if])", m)) {
            if(m.getArgType(0) == OFXOSC_TYPE_STRING) {
                char c = tolower(getArgAsStringUnchecked(m,0)[0]);
                
                if(c == 'x') {
                    setPositionX(getArgAsFloatUnchecked(m,1));
                } else if(c == 'y') {
                    setPositionY(getArgAsFloatUnchecked(m,1));
                } else if(c == 'z') {
                    setPositionZ(getArgAsFloatUnchecked(m,1));
                } else if(c == 'n') {
                    setPositionNormalized(getArgAsBoolUnchecked(m,1));
                } else {
                    ofLogError("LayerTransform") << "invalid arg type: " << c << " " << command << ".";
                }
                
            } else {
                setPositionX(getArgAsFloatUnchecked(m,0));
                if(m.getNumArgs() > 1) {
                    setPositionY(getArgAsFloatUnchecked(m,1));
                    if(m.getNumArgs() > 2) {
                        setPositionZ(getArgAsFloatUnchecked(m,2));
                    }
                }
            }
        }
        
    } else if(isMatch(command,"anchorpoint") || isMatch(command,"a")) {

        if(validateOscSignature("([if][if]?[if]?)|([s][if])", m)) {
            if(m.getArgType(0) == OFXOSC_TYPE_STRING) {
                
                char c = tolower(getArgAsStringUnchecked(m,0)[0]);
                
                if(c == 'x') {
                    setAnchorPointX(getArgAsFloatUnchecked(m,1));
                } else if(c == 'y') {
                    setAnchorPointY(getArgAsFloatUnchecked(m,1));
                } else if(c == 'z') {
                    setAnchorPointZ(getArgAsFloatUnchecked(m,1));
                } else if(c == 'n') {
                    setAnchorPointNormalized(getArgAsBoolUnchecked(m,1));
                } else {
                    ofLog(OF_LOG_ERROR, "LayerTransform: invalid arg type: " + ofToString(c) + " " + command);
                }
                
                
            } else {
                
                setAnchorPointX(getArgAsFloatUnchecked(m,0));
                if(m.getNumArgs() > 1) {
                    setAnchorPointY(getArgAsFloatUnchecked(m,1));
                    if(m.getNumArgs() > 2) {
                        setAnchorPointZ(getArgAsFloatUnchecked(m,2));
                    }
                }
            }
        }
        
    } else if(isMatch(command,"rotate") || isMatch(command,"r")) {
        if(validateOscSignature("([if][if]?[if]?)|([s][if][if]?[if]?)", m)) {
            
            if(m.getArgType(0) == OFXOSC_TYPE_STRING) {
                
                char c = tolower(getArgAsStringUnchecked(m,0)[0]);

                if(c == 'x') {
                    setRotationX(getArgAsFloatUnchecked(m,1));
                } else if(c == 'y') {
                    setRotationY(getArgAsFloatUnchecked(m,1));
                } else if(c == 'z') {
                    setRotationZ(getArgAsFloatUnchecked(m,1));
                } else if(c == 'd') {
                    setRotation(getArgsAsPoint(m, 1));
                } else if(c == 'n') {
                    setRotationNormalized(getArgAsBoolUnchecked(m,1));
                } else {
                    ofLog(OF_LOG_ERROR, "LayerTransform: invalid arg type: " + ofToString(c) + " " + command);
                }
                
                
            } else {
                setRotationX(getArgAsFloatUnchecked(m,0));
                if(m.getNumArgs() > 1) {
                    setRotationY(getArgAsFloatUnchecked(m,1));
                    if(m.getNumArgs() > 2) {
                        setRotationZ(getArgAsFloatUnchecked(m,2));
                    }
                }
            }
        }
    } else if(isMatch(command,"scale") || isMatch(command,"s")) {
        if(validateOscSignature("([f][f]?[f]?)|([s][f])", m)) {
            if(m.getArgType(0) == OFXOSC_TYPE_STRING) {
                
                char  c = tolower(getArgAsStringUnchecked(m,0)[0]);
                float val = getArgAsFloatUnchecked(m,1);
                
                if(c == 'x') {
                    setScaleX(val);
                } else if(c == 'y') {
                    setScaleY(val);
                } else if(c == 'z') {
                    setScaleZ(val);
                } else {
                    ofLog(OF_LOG_ERROR, "LayerTransform: invalid arg type: " + ofToString(c) + " " + command);
                }
                
            } else {
                setScaleX(getArgAsFloatUnchecked(m,0));
                if(m.getNumArgs() > 1) {
                    setScaleY(getArgAsFloatUnchecked(m,1));
                    if(m.getNumArgs() > 2) {
                        setScaleZ(getArgAsFloatUnchecked(m,2));
                    }
                }
            }
        }
        
    } else if(isMatch(command,"opacity") || isMatch(command,"o")) {
        if(validateOscSignature("[if]", m)) {
            setOpacity(getArgAsFloatUnchecked(m,0));
        }
    } else if(isMatch(command,"opacityn") || isMatch(command,"on")) {
        if(validateOscSignature("[if]", m)) {
            setOpacityNormalized(getArgAsFloatUnchecked(m,0));
        }
    } else if(isMatch(command,"size") || isMatch(command, "sz")) {
        if(validateOscSignature("[if][if]", m)) {
            setSize(getArgAsFloatUnchecked(m,0),getArgAsFloatUnchecked(m,1));
        }
    } else if(isMatch(command,"width") || isMatch(command, "w")) {
        if(validateOscSignature("[if]", m)) {
            setWidth(getArgAsFloatUnchecked(m,0));
        }
    } else if(isMatch(command,"height") || isMatch(command, "h")) {
        if(validateOscSignature("[if]", m)) {
            setHeight(getArgAsFloatUnchecked(m,0));
        }
    }
    
}
Example #11
0
bool Physics3DColliderDemo::init()
{
    if (!Physics3DTestDemo::init())
        return false;

    Physics3DRigidBodyDes rbDes;
    rbDes.mass = 1.0f;
    rbDes.shape = Physics3DShape::createBox(Vec3(3.0f, 3.0f, 3.f));
    auto playerBody = Physics3DRigidBody::create(&rbDes);
    auto component = Physics3DComponent::create(playerBody);
    playerBody->setKinematic(true);
    auto sprite = Sprite3D::create("Sprite3DTest/box.c3t");
    sprite->setTexture("Sprite3DTest/plane.png");
    sprite->setScale(3.f);
    sprite->setPosition3D(Vec3(0.0f, 0.f, 30.f));
    sprite->addComponent(component);
    sprite->setCameraMask((unsigned short)CameraFlag::USER1);
    auto moveby = MoveBy::create(5.0f, Vec3(0.0f, 0.0f, -60.0f));
    sprite->runAction(RepeatForever::create(Sequence::create(moveby, moveby->reverse(), nullptr)));
    this->addChild(sprite);

    {
        Physics3DColliderDes colliderDes;
        colliderDes.shape = Physics3DShape::createSphere(10.0f);
        colliderDes.isTrigger = true;
        auto collider = Physics3DCollider::create(&colliderDes);
        auto component = Physics3DComponent::create(collider);
        auto node = Node::create();
        node->addComponent(component);
        node->setCameraMask((unsigned short)CameraFlag::USER1);
        this->addChild(node);

        Physics3DRigidBodyDes rbDes;
        rbDes.mass = 1.0f;
        rbDes.shape = Physics3DShape::createBox(Vec3(10.0f, 10.0f, 1.f));
        auto rigidBody = Physics3DRigidBody::create(&rbDes);
        component = Physics3DComponent::create(rigidBody);
        rigidBody->setKinematic(true);
        auto doorLeft = Sprite3D::create("Sprite3DTest/box.c3t");
        doorLeft->setTexture("Sprite3DTest/plane.png");
        doorLeft->setScaleX(10.0f);
        doorLeft->setScaleY(10.0f);
        doorLeft->setScaleZ(1.0f);
        doorLeft->setPosition3D(Vec3(-5.0f, 0.0f, 0.0f));
        doorLeft->addComponent(component);
        doorLeft->setCameraMask((unsigned short)CameraFlag::USER1);
        node->addChild(doorLeft);

        rbDes.mass = 1.0f;
        rbDes.shape = Physics3DShape::createBox(Vec3(10.0f, 10.0f, 1.f));
        rigidBody = Physics3DRigidBody::create(&rbDes);
        component = Physics3DComponent::create(rigidBody);
        rigidBody->setKinematic(true);
        auto doorRight = Sprite3D::create("Sprite3DTest/box.c3t");
        doorRight->setTexture("Sprite3DTest/plane.png");
        doorRight->setScaleX(10.0f);
        doorRight->setScaleY(10.0f);
        doorRight->setScaleZ(1.0f);
        doorRight->setPosition3D(Vec3(5.0f, 0.0f, 0.0f));
        doorRight->addComponent(component);
        doorRight->setCameraMask((unsigned short)CameraFlag::USER1);
        node->addChild(doorRight);


        collider->onTriggerEnter = [=](Physics3DObject *otherObject){
            if (otherObject == playerBody){
                auto moveby = MoveBy::create(1.0f, Vec3(-5.0f, 0.0f, 0.0f));
                doorLeft->runAction(moveby);
                doorRight->runAction(moveby->reverse());
            }
        };

        collider->onTriggerExit = [=](Physics3DObject *otherObject){
            if (otherObject == playerBody){
                auto moveby = MoveBy::create(1.0f, Vec3(5.0f, 0.0f, 0.0f));
                doorLeft->runAction(moveby);
                doorRight->runAction(moveby->reverse());
            }
        };
    }

    physicsScene->setPhysics3DDebugCamera(_camera);
    return true;
}