cocos2dx 3D战斗类游戏制作:【二】——3D运动模式小准备
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上章讲了构建一个游戏的数据库基础,基于数据库,我们已经可以实现按照指定的灯光、摄像机位置、3D模型文件、3D模型位置等等构建起一个场景和其中的精灵。
作为一个游戏,让这些场景中的精灵动起来是必须的,然后你就会发现一个有趣的现象——cocos的demo里面(cpp-test),3D精灵展示用的是平面相机(2D)而不是投影相机(3D)。
继而你会发现一个蛋疼的事实——cocos 2D即便到3.3RC0目前最新版本,也没有给你封装一个3D的移动方法。还是2D的moveTo,moveBy那些,呵呵,只有XY轴的运动
想象2D使用moveTo一样,把精灵在XYZ轴都动起来怎么办??
方法有很多,先说一个更改引擎的方法,给自己的引擎加一个MoveBy3D和MoveTo3D的方法。嘿嘿。
首先,打开“盘符:cocos目录cocos2dcocos2d”下的CCActionInterval.h,添加如下代码:
//dark添加开始***********************************************************************************************************
class CC_DLL MoveBy3D : public ActionInterval
{
public:
/** creates the action */
static MoveBy3D* create(float duration,const Vec3& deltaPosition);
//
// Overrides
//
virtual MoveBy3D* clone() const override;
virtual MoveBy3D* reverse(void) const override;
virtual void startWithTarget(Node *target) override;
virtual void update(float time) override;
CC_CONSTRUCTOR_ACCESS:
MoveBy3D() {}
virtual ~MoveBy3D() {}
/** initializes the action */
bool initWithDuration(float duration,const Vec3& deltaPosition);
protected:
Vec3 _positionDelta;
Vec3 _startPosition;
Vec3 _previousPosition;
private:
CC_DISALLOW_COPY_AND_ASSIGN(MoveBy3D);
};
/** Moves a Node object to the position x,y. x and y are absolute coordinates by modifying it's position attribute.
Several MoveTo3D actions can be concurrently called,and the resulting
movement will be the sum of individual movements.
@since v2.1beta2-custom
*/
class CC_DLL MoveTo3D : public MoveBy3D
{
public:
/** creates the action */
static MoveTo3D* create(float duration,const Vec3& position);
//
// Overrides
//
virtual MoveTo3D* clone() const override;
virtual void startWithTarget(Node *target) override;
CC_CONSTRUCTOR_ACCESS:
MoveTo3D() {}
virtual ~MoveTo3D() {}
/** initializes the action */
bool initWithDuration(float duration,const Vec3& position);
protected:
Vec3 _endPosition;
private:
CC_DISALLOW_COPY_AND_ASSIGN(MoveTo3D);
};
//dark添加到此***********************************************************************************************************
其次,打开“盘符:cocos目录cocos2dcocos2d”下的CCActionInterval.cpp,添加如下代码:
//dark添加*************************************************************************************
//
// MoveBy3D
//
MoveBy3D* MoveBy3D::create(float duration,const Vec3& deltaPosition)
{
MoveBy3D *ret = new (std::nothrow) MoveBy3D();
ret->initWithDuration(duration,deltaPosition);
ret->autorelease();
return ret;
}
bool MoveBy3D::initWithDuration(float duration,const Vec3& deltaPosition)
{
if (ActionInterval::initWithDuration(duration))
{
_positionDelta = deltaPosition;
return true;
}
return false;
}
MoveBy3D* MoveBy3D::clone() const
{
// no copy constructor
auto a = new (std::nothrow) MoveBy3D();
a->initWithDuration(_duration,_positionDelta);
a->autorelease();
return a;
}
void MoveBy3D::startWithTarget(Node *target)
{
ActionInterval::startWithTarget(target);
_previousPosition = _startPosition = target->getPosition3D();
}
MoveBy3D* MoveBy3D::reverse() const
{
return MoveBy3D::create(_duration,Vec3(-_positionDelta.x,-_positionDelta.y,-_positionDelta.z));
}
void MoveBy3D::update(float t)
{
if (_target)
{
#if CC_ENABLE_STACKABLE_ACTIONS
Vec3 currentPos = _target->getPosition3D();
Vec3 diff = currentPos - _previousPosition;
_startPosition = _startPosition + diff;
Vec3 newPos = _startPosition + (_positionDelta * t);
_target->setPosition3D(newPos);
_previousPosition = newPos;
#else
_target->setPosition3D(_startPosition + _positionDelta * t);
#endif // CC_ENABLE_STACKABLE_ACTIONS
}
}
//
//MoveTo3D
//
MoveTo3D* MoveTo3D::create(float duration,const Vec3& position)
{
MoveTo3D *ret = new (std::nothrow) MoveTo3D();
ret->initWithDuration(duration,position);
ret->autorelease();
return ret;
}
bool MoveTo3D::initWithDuration(float duration,const Vec3& position)
{
if (ActionInterval::initWithDuration(duration))
{
_endPosition = position;
return true;
}
return false;
}
MoveTo3D* MoveTo3D::clone() const
{
// no copy constructor
auto a = new (std::nothrow) MoveTo3D();
a->initWithDuration(_duration,_endPosition);
a->autorelease();
return a;
}
void MoveTo3D::startWithTarget(Node *target)
{
MoveBy3D::startWithTarget(target);
_positionDelta = _endPosition - target->getPosition3D();
}
//dark添加到此***********************************************************************************************************
好了,搞定。
现在你就可以在程序任意地方,直接象使用MoveTo方法一样,使用MoveTo3D方法。不过注意了,MoveTo是2D的,传入给它的参数是Vec2(x,y),而MoveTo3D,你应该给它传入Vec3(x,y,z)
当然了,把3D的运动方法加在2D目录的CCActionInterval,是有点怪怪的,最好是在cocos的3D目录下建立一个单独的3D方法类来做,不过那样涉及的事情比较多,我就懒得去介绍了,呵呵。 (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
