圆柱的触摸旋转
.h文件:
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
class HelloWorld : public cocos2d::Layer
{
public:
// there's no 'id' in cpp, so we recommend returning the class instance pointer
static cocos2d::Scene* createScene();
// Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
virtual bool init();
float _cylinder_texture_offset;
float _shining_duraion;
cocos2d::GLProgramState * _state;
void onTouchesBegan(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesMoved(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
void onTouchesEnded(const std::vector<cocos2d::Touch*>& touches, cocos2d::Event *event);
// implement the "static create()" method manually
protected:
cocos2d::Camera *_camera;
cocos2d::Label *_particleLab;
float _angle;
CREATE_FUNC(HelloWorld);
};
#endif // __HELLOWORLD_SCENE_H__
.cpp文件:
#include "HelloWorldScene.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
#include "Particle3D/CCParticleSystem3D.h"
USING_NS_CC;
using namespace cocostudio::timeline;
Scene* HelloWorld::createScene()
{
// 'scene' is an autorelease object
auto scene = Scene::create();
// 'layer' is an autorelease object
auto layer = HelloWorld::create();
// add layer as a child to scene
scene->addChild(layer);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
//use custom camera
bool HelloWorld::init()
{
//////////////////////////////
// 1. super init first
if ( !Layer::init() )
{
return false;
}
//auto rootNode = CSLoader::createNode("MainScene.csb");
//rootNode->setCameraMask((unsigned short)CameraFlag::USER1);
//rootNode->setScale(0.01);
// addChild(rootNode);
/////
_cylinder_texture_offset = 0;
_shining_duraion = 0;
//Size visibleSize = Director::getInstance()->getVisibleSize();
//auto camera = Camera::createPerspective(60, visibleSize.width / visibleSize.height, 0.1f, 200);
// camera->setCameraFlag(CameraFlag::USER1);
//create cylinder
auto cylinder = Sprite3D::create("Sprite3DTest/cylinder.c3b");
//create and set our custom shader
auto shader = GLProgram::createWithFilenames("Sprite3DTest/cylinder.vert", "Sprite3DTest/cylinder.frag");
_state = GLProgramState::create(shader);
cylinder->setGLProgramState(_state);
_state->setUniformFloat("offset", _cylinder_texture_offset);
_state->setUniformFloat("duration", _shining_duraion);
//pass mesh's attribute to shader
long offset = 0;
auto attributeCount = cylinder->getMesh()->getMeshVertexAttribCount();
for (auto i = 0; i < attributeCount; i++) {
auto meshattribute = cylinder->getMesh()->getMeshVertexAttribute(i);
_state->setVertexAttribPointer(s_attributeNames[meshattribute.vertexAttrib],
meshattribute.size,
meshattribute.type,
GL_FALSE,
cylinder->getMesh()->getVertexSizeInBytes(),
(GLvoid*)offset);
offset += meshattribute.attribSizeBytes;
}
//create the second texture for cylinder
auto shining_texture = Director::getInstance()->getTextureCache()->addImage("Sprite3DTest/caustics.png");
Texture2D::TexParams tRepeatParams;//set texture parameters
tRepeatParams.magFilter = GL_NEAREST;
tRepeatParams.minFilter = GL_NEAREST;
tRepeatParams.wrapS = GL_REPEAT;
tRepeatParams.wrapT = GL_REPEAT;
shining_texture->setTexParameters(tRepeatParams);
//pass the texture sampler to our custom shader
_state->setUniformTexture("caustics", shining_texture);
this->addChild(cylinder);
cylinder->setCameraMask((unsigned short)CameraFlag::USER1);
//adjust cylinder's position & rotation
cylinder->setPosition3D(Vec3(0, -15, -50));
cylinder->setRotation3D(Vec3(-90, 0, 0));
//////
//////
Size size = Director::getInstance()->getWinSize();
_camera = Camera::createPerspective(30.0f, size.width / size.height, 1.0f, 1000.0f);
_camera->setPosition3D(Vec3(size.width / 2, size.height/2, 100.0f));
_camera->lookAt(Vec3(0.0f, 0.0f, 0.0f), Vec3(0.0f, 1.0f, 0.0f));
_camera->setCameraFlag(CameraFlag::USER1);
this->addChild(_camera);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(HelloWorld::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(HelloWorld::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(HelloWorld::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
scheduleUpdate();
return true;
}
void HelloWorld::onTouchesBegan(const std::vector<Touch*>& touches, cocos2d::Event *event)
{
}
void HelloWorld::onTouchesMoved(const std::vector<Touch*>& touches, cocos2d::Event *event)
{
if (touches.size())
{
auto touch = touches[0];
auto delta = touch->getDelta();
_angle -= CC_DEGREES_TO_RADIANS(delta.x);
_camera->setPosition3D(Vec3(100.0f * sinf(_angle), 0.0f, 100.0f * cosf(_angle)));
_camera->lookAt(Vec3(2.0f, 5.0f, 10.0f), Vec3(0.0f, 1.0f, 0.0f));
}
}
void HelloWorld::onTouchesEnded(const std::vector<Touch*>& touches, cocos2d::Event *event)
{
}
效果图:

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