圆柱的触摸旋转

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.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 manuallyprotected: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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