cocos2dx Animate3D (一)

3D相关的动画都是继承Grid3DAction

本质上是用GirdBase进行创建动画的小块。

Shaky3D

晃动特效
cocos2dx Animate3D (一)_第1张图片

//  持续时间(时间过后不会回到原来的样子)
// 整个屏幕被分成几行几列 
// 晃动的范围 
// z轴是否晃动 
static Shaky3D* create(float initWithDuration, const Size& gridSize, int range, bool shakeZ);

关键实现

void Shaky3D::update(float /*time*/)
{
    int i, j;

    for (i = 0; i < (_gridSize.width+1); ++i)
    {
        for (j = 0; j < (_gridSize.height+1); ++j)
        {
            Vec3 v = getOriginalVertex(Vec2(i ,j));
            v.x += (rand() % (_randrange*2)) - _randrange;
            v.y += (rand() % (_randrange*2)) - _randrange;
            if (_shakeZ)
            {
                v.z += (rand() % (_randrange*2)) - _randrange;
            }
            
            setVertex(Vec2(i, j), v);
        }
    }
}

示例代码

cc.Shaky3D:create(5, cc.size(15,10), 5, false)

Waves3D

波浪特效
cocos2dx Animate3D (一)_第2张图片

// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列 
// 波动的速率 
// 振幅 
static Waves3D* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);

源码

void Waves3D::update(float time)
{
    int i, j;
    for (i = 0; i < _gridSize.width + 1; ++i)
    {
        for (j = 0; j < _gridSize.height + 1; ++j)
        {
            Vec3 v = getOriginalVertex(Vec2(i ,j));
            v.z += (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * 0.01f) * _amplitude * _amplitudeRate);
            //CCLOG("v.z offset is %f\n", (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * .01f) * _amplitude * _amplitudeRate));
            setVertex(Vec2(i, j), v);
        }
    }
}

示例

cc.Waves3D:create(5, cc.size(15,10), 5, 40)

FlipX3D

X轴翻转动画

cocos2dx Animate3D (一)_第3张图片

// 反转时间
static FlipX3D* create(float duration);

源码

void FlipX3D::update(float time)
{
    float angle = (float)M_PI * time; // 180 degrees
    float mz = sinf(angle);
    angle = angle / 2.0f; // x calculates degrees from 0 to 90
    float mx = cosf(angle);

    Vec3 v0, v1, v, diff;

    v0 = getOriginalVertex(Vec2(1.0f, 1.0f));
    v1 = getOriginalVertex(Vec2());

    float    x0 = v0.x;
    float    x1 = v1.x;
    float    x;
    Vec2    a, b, c, d;

    if ( x0 > x1 )
    {
        // Normal Grid
        a.setZero();
        b.set(0.0f, 1.0f);
        c.set(1.0f, 0.0f);
        d.set(1.0f, 1.0f);
        x = x0;
    }
    else
    {
        // Reversed Grid
        c.setZero();
        d.set(0.0f, 1.0f);
        a.set(1.0f, 0.0f);
        b.set(1.0f, 1.0f);
        x = x1;
    }
    
    diff.x = ( x - x * mx );
    diff.z = fabsf( floorf( (x * mz) / 4.0f ) );

    // bottom-left
    v = getOriginalVertex(a);
    v.x = diff.x;
    v.z += diff.z;
    setVertex(a, v);
    
    // upper-left
    v = getOriginalVertex(b);
    v.x = diff.x;
    v.z += diff.z;
    setVertex(b, v);
    
    // bottom-right
    v = getOriginalVertex(c);
    v.x -= diff.x;
    v.z -= diff.z;
    setVertex(c, v);
    
    // upper-right
    v = getOriginalVertex(d);
    v.x -= diff.x;
    v.z -= diff.z;
    setVertex(d, v);
}

示例

cc.FlipX3D:create(3)

FlipY3D

Y轴翻转动画
cocos2dx Animate3D (一)_第4张图片

// 时间
static FlipY3D* create(float duration);

源码

void FlipY3D::update(float time)
{
    float angle = (float)M_PI * time; // 180 degrees
    float mz = sinf( angle );
    angle = angle / 2.0f;     // x calculates degrees from 0 to 90
    float my = cosf(angle);
    
    Vec3    v0, v1, v, diff;
    
    v0 = getOriginalVertex(Vec2(1.0f, 1.0f));
    v1 = getOriginalVertex(Vec2());
    
    float    y0 = v0.y;
    float    y1 = v1.y;
    float y;
    Vec2    a, b, c, d;
    
    if (y0 > y1)
    {
        // Normal Grid
        a.setZero();
        b.set(0.0f, 1.0f);
        c.set(1.0f, 0.0f);
        d.set(1.0f, 1.0f);
        y = y0;
    }
    else
    {
        // Reversed Grid
        b.setZero();
        a.set(0.0f, 1.0f);
        d.set(1.0f, 0.0f);
        c.set(1.0f, 1.0f);
        y = y1;
    }
    
    diff.y = y - y * my;
    diff.z = fabsf(floorf((y * mz) / 4.0f));
    
    // bottom-left
    v = getOriginalVertex(a);
    v.y = diff.y;
    v.z += diff.z;
    setVertex(a, v);
    
    // upper-left
    v = getOriginalVertex(b);
    v.y -= diff.y;
    v.z -= diff.z;
    setVertex(b, v);
    
    // bottom-right
    v = getOriginalVertex(c);
    v.y = diff.y;
    v.z += diff.z;
    setVertex(c, v);
    
    // upper-right
    v = getOriginalVertex(d);
    v.y -= diff.y;
    v.z -= diff.z;
    setVertex(d, v);
}

示例

cc.FlipY3D:create(3)

Lens3D

凸镜特效
cocos2dx Animate3D (一)_第5张图片

// 持续时间(时间过后不会回到原来的样子) 
// 网格大小 
// 凸镜中心点
// 半径
static Lens3D* create(float duration, const Size& gridSize, const Vec2& position, float radius);

源码

void Lens3D::update(float /*time*/)
{
    if (_dirty)
    {
        int i, j;
        
        for (i = 0; i < _gridSize.width + 1; ++i)
        {
            for (j = 0; j < _gridSize.height + 1; ++j)
            {
                Vec3 v = getOriginalVertex(Vec2(i, j));
                Vec2 vect = _position - Vec2(v.x, v.y);
                float r = vect.getLength();
                
                if (r < _radius)
                {
                    r = _radius - r;
                    float pre_log = r / _radius;
                    if ( pre_log == 0 ) 
                    {
                        pre_log = 0.001f;
                    }

                    float l = logf(pre_log) * _lensEffect;
                    float new_r = expf( l ) * _radius;
                    
                    if (vect.getLength() > 0)
                    {
                        vect.normalize();
                        Vec2 new_vect = vect * new_r;
                        v.z += (_concave ? -1.0f : 1.0f) * new_vect.getLength() * _lensEffect;
                    }
                }
                
                setVertex(Vec2(i, j), v);
            }
        }
        
        _dirty = false;
    }
}

示例

 cc.Lens3D:create(2, cc.size(15,10), cc.p(size.width/2,size.height/2), 240)

Ripple3D

水波特效
cocos2dx Animate3D (一)_第6张图片

// 持续时间(时间过后不会回到原来的样子) 
// 网格大小 
// 凸镜中心点 
// 半径
// 波动的速率
// 振幅
static Ripple3D* create(float duration, const Size& gridSize, const Vec2& position, float radius, unsigned int waves, float amplitude);

源码

void Ripple3D::update(float time)
{
    int i, j;

    for (i = 0; i < (_gridSize.width+1); ++i)
    {
        for (j = 0; j < (_gridSize.height+1); ++j)
        {
            Vec3 v = getOriginalVertex(Vec2(i, j));
            Vec2 vect = _position - Vec2(v.x,v.y);
            float r = vect.getLength();
            
            if (r < _radius)
            {
                r = _radius - r;
                float rate = powf(r / _radius, 2);
                v.z += (sinf( time*(float)M_PI * _waves * 2 + r * 0.1f) * _amplitude * _amplitudeRate * rate);
            }
            
            setVertex(Vec2(i, j), v);
        }
    }
}

示例

// 持续时间(时间过后不会回到原来的样子)
// 整个屏幕被分成几行几列 
// 波动的速率 
// 振幅
cc.Ripple3D:create(t, cc.size(32,24), cc.p(size.width/2,size.height/2), 240, 4, 160)

Liquid

液体特效

cocos2dx Animate3D (一)_第7张图片

// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列 
// 波动的速率 
// 振幅 
static Liquid* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);

源码

void Liquid::update(float time)
{
    int i, j;

    for (i = 1; i < _gridSize.width; ++i)
    {
        for (j = 1; j < _gridSize.height; ++j)
        {
            Vec3 v = getOriginalVertex(Vec2(i, j));
            v.x = (v.x + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
            v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.y * .01f) * _amplitude * _amplitudeRate));
            setVertex(Vec2(i, j), v);
        }
    }
}

示例

cc.Liquid:create(3, cc.size(16,12), 4, 20)

Waves

带方向的波浪特效,水平与垂直
cocos2dx Animate3D (一)_第8张图片

// 持续时间(时间过后不会回到原来的样子) 
// 整个屏幕被分成几行几列 
// 波动的速率 
// 振幅 
// 是否是水平方向 
// 是否是垂直方向 
static Waves* create(float duration, const Size& gridSize, unsigned int waves, float amplitude, bool horizontal, bool vertical);

源码

void Waves::update(float time)
{
    int i, j;

    for (i = 0; i < _gridSize.width + 1; ++i)
    {
        for (j = 0; j < _gridSize.height + 1; ++j)
        {
            Vec3 v = getOriginalVertex(Vec2(i, j));

            if (_vertical)
            {
                v.x = (v.x + (sinf(time * (float)M_PI * _waves * 2 + v.y * .01f) * _amplitude * _amplitudeRate));
            }

            if (_horizontal)
            {
                v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
            }

            setVertex(Vec2(i, j), v);
        }
    }
}

例子

cc.Waves:create(2, cc.size(16,12), 4, 20, true, true)

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