큐브추가, 카메라 오빗팅 추가

This commit is contained in:
2026-03-08 02:16:23 +09:00
parent 2b865725ca
commit f914ac3dff
3 changed files with 137 additions and 70 deletions

21
Content/cube.obj Normal file
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@@ -0,0 +1,21 @@
v -0.5 -0.5 0.5
v 0.5 -0.5 0.5
v 0.5 0.5 0.5
v -0.5 0.5 0.5
v -0.5 -0.5 -0.5
v 0.5 -0.5 -0.5
v 0.5 0.5 -0.5
v -0.5 0.5 -0.5
f 1 2 3
f 1 3 4
f 8 7 6
f 8 6 5
f 4 3 7
f 4 7 8
f 5 1 4
f 5 4 8
f 5 6 2
f 5 2 1
f 2 6 7
f 2 7 3

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@@ -51,92 +51,83 @@ bool MainScene::init()
auto visibleSize = _director->getVisibleSize();
auto origin = _director->getVisibleOrigin();
auto safeArea = _director->getSafeAreaRect();
auto safeOrigin = safeArea.origin;
/////////////////////////////
// 2. add a menu item with "X" image, which is clicked to quit the program
// you may modify it.
// add a "close" icon to exit the progress. it's an autorelease object
// 2. Add a menu item with "X" image, which is clicked to quit the program
auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png",
AX_CALLBACK_1(MainScene::menuCloseCallback, this));
if (closeItem == nullptr || closeItem->getContentSize().width <= 0 || closeItem->getContentSize().height <= 0)
if (closeItem != nullptr)
{
problemLoading("'CloseNormal.png' and 'CloseSelected.png'");
}
else
{
float x = safeOrigin.x + safeArea.size.width - closeItem->getContentSize().width / 2;
float y = safeOrigin.y + closeItem->getContentSize().height / 2;
float x = origin.x + visibleSize.width - closeItem->getContentSize().width / 2;
float y = origin.y + closeItem->getContentSize().height / 2;
closeItem->setPosition(Vec2(x, y));
}
// create menu, it's an autorelease object
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
/////////////////////////////
// 3. add your codes below...
// 3. 3D Setup
// Grid settings
const int gridSize = 10;
const float cubeDim = 1.0f;
const float spacing = 0.1f;
const float step = cubeDim + spacing;
// Calculate center of the grid
// Grid goes from 0 to (gridSize-1)*step
float gridWidth = (gridSize - 1) * step;
Vec3 gridCenter(gridWidth / 2.0f, 0.0f, gridWidth / 2.0f);
// Some templates (uncomment what you need)
_touchListener = EventListenerTouchAllAtOnce::create();
_touchListener->onTouchesBegan = AX_CALLBACK_2(MainScene::onTouchesBegan, this);
_touchListener->onTouchesMoved = AX_CALLBACK_2(MainScene::onTouchesMoved, this);
_touchListener->onTouchesEnded = AX_CALLBACK_2(MainScene::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(_touchListener, this);
//_mouseListener = EventListenerMouse::create();
//_mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
//_mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
//_mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
//_mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
//_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
_keyboardListener = EventListenerKeyboard::create();
_keyboardListener->onKeyPressed = AX_CALLBACK_2(MainScene::onKeyPressed, this);
_keyboardListener->onKeyReleased = AX_CALLBACK_2(MainScene::onKeyReleased, this);
_eventDispatcher->addEventListenerWithFixedPriority(_keyboardListener, 11);
// add a label shows "Hello World"
// create and initialize a label
auto label = Label::createWithTTF("Hello World", "fonts/Marker Felt.ttf", 24);
if (label == nullptr)
// Create 10x10 cubes using MeshRenderer and the generated cube.obj
for (int i = 0; i < gridSize; ++i)
{
problemLoading("'fonts/Marker Felt.ttf'");
for (int j = 0; j < gridSize; ++j)
{
auto cube = MeshRenderer::create("cube.obj");
if (cube)
{
cube->setPosition3D(Vec3(i * step, 0.0f, j * step));
cube->setCameraMask((unsigned short)CameraFlag::USER1);
this->addChild(cube);
}
}
}
else
{
// position the label on the center of the screen
label->setPosition(
Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - label->getContentSize().height));
// add the label as a child to this layer
// Setup Camera for Quarter View (Isometric-like)
_camera3D = Camera::createPerspective(60.0f, visibleSize.width / visibleSize.height, 0.1f, 1000.0f);
_camera3D->setCameraFlag(CameraFlag::USER1);
// Initial camera position setup
_targetPos = gridCenter;
_pitch = 45.0f;
_yaw = 45.0f;
_distance = 25.0f;
updateCameraPosition();
this->addChild(_camera3D);
// Mouse Listener
_mouseListener = EventListenerMouse::create();
_mouseListener->onMouseMove = AX_CALLBACK_1(MainScene::onMouseMove, this);
_mouseListener->onMouseUp = AX_CALLBACK_1(MainScene::onMouseUp, this);
_mouseListener->onMouseDown = AX_CALLBACK_1(MainScene::onMouseDown, this);
_mouseListener->onMouseScroll = AX_CALLBACK_1(MainScene::onMouseScroll, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(_mouseListener, this);
// Disable the default 2D camera for these 3D objects by using CameraFlag::USER1
// The label and menu will use the default camera (CameraFlag::DEFAULT)
// Add a label for confirmation
auto label = Label::createWithTTF("10x10 Cube Grid", "fonts/Marker Felt.ttf", 24);
if (label)
{
label->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 30));
this->addChild(label, 1);
}
// add "HelloWorld" splash screen"
auto sprite = Sprite::create("HelloWorld.png"sv);
if (sprite == nullptr)
{
problemLoading("'HelloWorld.png'");
}
else
{
// position the sprite on the center of the screen
sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y));
// add the sprite as a child to this layer
this->addChild(sprite, 0);
auto drawNode = DrawNode::create();
drawNode->setPosition(Vec2(0, 0));
addChild(drawNode);
drawNode->drawRect(safeArea.origin + Vec2(1, 1), safeArea.origin + safeArea.size, Color4F::BLUE);
}
// scheduleUpdate() is required to ensure update(float) is called on every loop
scheduleUpdate();
return true;
@@ -169,31 +160,75 @@ void MainScene::onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event
bool MainScene::onMouseDown(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
// AXLOGD("onMouseDown detected, button: {}", static_cast<int>(e->getMouseButton()));
if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT)
{
_isMouseDown = true;
_lastMousePos = e->getLocationInView();
}
return true;
}
bool MainScene::onMouseUp(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
AXLOGD("onMouseUp detected, button: {}", static_cast<int>(e->getMouseButton()));
if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT)
{
_isMouseDown = false;
}
return true;
}
bool MainScene::onMouseMove(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
// AXLOGD("onMouseMove detected, X:{} Y:{}", e->getLocation().x, e->getLocation().y);
Vec2 currentPos = e->getLocationInView();
if (_isMouseDown)
{
Vec2 delta = currentPos - _lastMousePos;
float sensitivity = 0.15f; // 감도 조절 (기존 0.5f에서 하향)
_yaw += delta.x * sensitivity;
_pitch += delta.y * sensitivity; // 마우스 이동 방향에 맞춰 상하 각도 변경
// Clamp pitch to avoid flipping (수직 방향 각도 제한)
_pitch = std::clamp(_pitch, 10.0f, 85.0f);
updateCameraPosition();
}
_lastMousePos = currentPos;
return true;
}
bool MainScene::onMouseScroll(Event* event)
{
EventMouse* e = static_cast<EventMouse*>(event);
// AXLOGD("onMouseScroll detected, X:{} Y:{}", e->getScrollX(), e->getScrollY());
float zoomSensitivity = 0.5f; // 줌 감도 조절
_distance -= e->getScrollY() * zoomSensitivity;
// Clamp distance
_distance = std::clamp(_distance, 5.0f, 100.0f);
updateCameraPosition();
return true;
}
void MainScene::updateCameraPosition()
{
if (!_camera3D) return;
// Convert spherical coordinates to Cartesian
float pitchRad = AX_DEGREES_TO_RADIANS(_pitch);
float yawRad = AX_DEGREES_TO_RADIANS(_yaw);
float x = _distance * cosf(pitchRad) * cosf(yawRad);
float y = _distance * sinf(pitchRad);
float z = _distance * cosf(pitchRad) * sinf(yawRad);
_camera3D->setPosition3D(_targetPos + Vec3(x, y, z));
_camera3D->lookAt(_targetPos, Vec3(0, 1, 0));
}
void MainScene::onKeyPressed(EventKeyboard::KeyCode code, Event* event)
{
AXLOGD("Scene: #{} onKeyPressed, keycode: {}", _sceneID, static_cast<int>(code));

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@@ -65,10 +65,21 @@ public:
~MainScene() override;
private:
void updateCameraPosition();
GameState _gameState = GameState::init;
ax::EventListenerTouchAllAtOnce* _touchListener = nullptr;
ax::EventListenerKeyboard* _keyboardListener = nullptr;
ax::EventListenerMouse* _mouseListener = nullptr;
int _sceneID = 0;
// Camera Orbit State
ax::Camera* _camera3D = nullptr;
ax::Vec3 _targetPos = ax::Vec3::ZERO;
float _pitch = 45.0f; // degrees
float _yaw = 45.0f; // degrees
float _distance = 25.0f;
bool _isMouseDown = false;
ax::Vec2 _lastMousePos = ax::Vec2::ZERO;
};