Esempio n. 1
0
void CameraArcBallDemo::onTouchsMoved( const std::vector<Touch*> &touchs, Event *event )
{
    if (!touchs.empty())
    {
        if(_operate == OperateCamType::RotateCamera)           //arc ball rotate
        {
            Size visibleSize = Director::getInstance()->getVisibleSize();
            Vec2 prelocation = touchs[0]->getPreviousLocationInView();
            Vec2 location = touchs[0]->getLocationInView();
            location.x = 2.0 * (location.x) / (visibleSize.width) - 1.0f;
            location.y = 2.0 * (visibleSize.height - location.y) / (visibleSize.height) - 1.0f;
            prelocation.x = 2.0 * (prelocation.x) / (visibleSize.width) - 1.0f;
            prelocation.y = 2.0 * (visibleSize.height - prelocation.y) / (visibleSize.height) - 1.0f;

            Vec3 axes;
            float angle;
            calculateArcBall(axes, angle, prelocation.x, prelocation.y, location.x, location.y);    //calculate  rotation quaternion parameters
            Quaternion quat(axes, angle);                                                           //get rotation quaternion
            _rotationQuat = quat * _rotationQuat;

            updateCameraTransform();                                                                //update camera Transform
        }
        else if(_operate == OperateCamType::MoveCamera)         //camera zoom 
        {
            Point newPos = touchs[0]->getPreviousLocation() - touchs[0]->getLocation();
            _distanceZ -= newPos.y*0.1f;

            updateCameraTransform();
        }
    }
}
Esempio n. 2
0
void CameraArcBallDemo::switchTargetCallback(Ref* sender)
{
    if(_target == 0)
    {
        _target = 1;
        _center = _sprite3D2->getPosition3D();
        updateCameraTransform();
    }
    else if(_target == 1)
    {
        _target = 0;
        _center = _sprite3D1->getPosition3D();
        updateCameraTransform();
    }
}
Esempio n. 3
0
//
// Clear data
//
void CSpaceMouse::clearObjectTransform(float *mat, float *pos, float *quatRot)
{
	oglMatrix.make_identity();
	dxMatrix.make_identity();
	oglMatrixAbs.make_identity();
	dxMatrixAbs.make_identity();
	tVec = nv::vec3f(0.0f);
	if(pos)
	{
		tVecAbs = nv::vec3f(pos);
	} else
	{
		tVecAbs = nv::vec3f(0.0f);
	}
	rAxis = nv::vec3f(0.0f);
	rAngle = 0;
	if(quatRot)
	{
		quatAbs = nv::quaternionf(quatRot);
	} else 
	{
		quatAbs = nv::quaternionf(0.0f,0.0f,0.0f,1.0f);
	}
	quat = nv::quaternionf(0.0f,0.0f,0.0f,1.0f);

	updateObjectTransform();
	updateCameraTransform(true);
}
Esempio n. 4
0
void CameraArcBallDemo::onEnter()
{
    CameraBaseTest::onEnter();
    _rotationQuat.set(0.0f, 0.0f, 0.0f, 1.0f);
    schedule(schedule_selector(CameraArcBallDemo::update), 0.0f);
    auto s = Director::getInstance()->getWinSize();
    auto listener = EventListenerTouchAllAtOnce::create();
    listener->onTouchesMoved = CC_CALLBACK_2(CameraArcBallDemo::onTouchsMoved, this);
    _eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

    // swich camera
    MenuItemFont::setFontName("fonts/arial.ttf");
    MenuItemFont::setFontSize(20);
    
    auto menuItem1 = MenuItemFont::create("Switch Operation", CC_CALLBACK_1(CameraArcBallDemo::switchOperateCallback,this));
    menuItem1->setColor(Color3B(0,200,20));
    auto menuItem2 = MenuItemFont::create("Switch Target", CC_CALLBACK_1(CameraArcBallDemo::switchTargetCallback,this));
    menuItem2->setColor(Color3B(0,200,20));
    auto menu = Menu::create(menuItem1,menuItem2,NULL);
    menu->setPosition(Vec2::ZERO);
    menuItem1->setPosition(VisibleRect::left().x + 80, VisibleRect::top().y -70);
    menuItem2->setPosition(VisibleRect::left().x + 80, VisibleRect::top().y -100);
    addChild(menu, 1);

    auto layer3D=Layer::create();
    addChild(layer3D,0);
    _layer3D=layer3D;

    if (_camera == nullptr)
    {
        _camera=Camera::createPerspective(60, (GLfloat)s.width/s.height, 1, 1000);
        _camera->setCameraFlag(CameraFlag::USER1);
        _camera->setPosition3D(Vec3(0, 10, 50));
        _camera->lookAt(Vec3(0, 0, 0), Vec3(0, 1, 0));
        _camera->retain();
        _layer3D->addChild(_camera);
    }

    _sprite3D1 = Sprite3D::create("Sprite3DTest/orc.c3b");
    _sprite3D1->setScale(0.5);
    _sprite3D1->setRotation3D(Vec3(0,180,0));
    _sprite3D1->setPosition3D(Vec3(0,0,0));
    _layer3D->addChild(_sprite3D1);

    _sprite3D2 = Sprite3D::create("Sprite3DTest/boss.c3b");
    _sprite3D2->setScale(0.6f);
    _sprite3D2->setRotation3D(Vec3(-90,0,0));
    _sprite3D2->setPosition3D(Vec3(20,0,0));
    _layer3D->addChild(_sprite3D2);

    _drawGrid =DrawNode3D::create();

    //draw x
    for( int j =-20; j<=20 ;j++)
    {
        _drawGrid->drawLine(Vec3(-100, 0, 5*j),Vec3(100,0,5*j),Color4F(1,0,0,1));
    }
    //draw z
    for( int j =-20; j<=20 ;j++)
    {
        _drawGrid->drawLine(Vec3(5*j, 0, -100),Vec3(5*j,0,100),Color4F(0,0,1,1));
    }
    //draw y
    _drawGrid->drawLine(Vec3(0, 0, 0),Vec3(0,50,0),Color4F(0,1,0,1));
    _layer3D->addChild(_drawGrid);

    _layer3D->setCameraMask(2);

    updateCameraTransform();

}