/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md). https://axmol.dev/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "MainScene.h" #if defined(AX_ENABLE_3D_PHYSICS) # include "physics3d/Physics3DWorld.h" #endif #if defined(AX_ENABLE_NAVMESH) # include "navmesh/NavMesh.h" #endif using namespace ax; static int s_sceneID = 1000; // Print useful error message instead of segfaulting when files are not there. static void problemLoading(const char* filename) { printf("Error while loading: %s\n", filename); printf( "Depending on how you compiled you might have to add 'Content/' in front of filenames in " "MainScene.cpp\n"); } // on "init" you need to initialize your instance bool MainScene::init() { ////////////////////////////// // 1. super init first if (!Scene::init()) { return false; } auto visibleSize = _director->getVisibleSize(); auto origin = _director->getVisibleOrigin(); auto safeArea = _director->getSafeAreaRect(); // 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) { float x = origin.x + visibleSize.width - closeItem->getContentSize().width / 2; float y = origin.y + closeItem->getContentSize().height / 2; closeItem->setPosition(Vec2(x, y)); } auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); ///////////////////////////// // 3D Setup const unsigned short cameraMask3D = (unsigned short)CameraFlag::USER1 | (unsigned short)CameraFlag::USER2; // Grid settings const int gridSize = 10; const float cubeDim = 1.0f; const float spacing = 0.25f; 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); // Create a single cube at the center of the grid area _playerCube = MeshRenderer::create("cube.obj"); if (_playerCube) { _playerCube->setPosition3D(gridCenter); _playerCube->setCameraMask(cameraMask3D); this->addChild(_playerCube); } // Add Lights // Directional Light: Like sunlight, creating shadows/depth Vec3 lightDir(-1.0f, -1.0f, -0.5f); auto dirLight = DirectionLight::create(lightDir, Color3B::WHITE); dirLight->setCameraMask(cameraMask3D); this->addChild(dirLight); // Visual marker for the Directional Light source auto lightMarker = MeshRenderer::create("cube.obj"); if (lightMarker) { // Normalize direction and place the marker 20 units away from the center Vec3 normalizedDir = lightDir; normalizedDir.normalize(); Vec3 markerPos = gridCenter - (normalizedDir * 20.0f); lightMarker->setPosition3D(markerPos); lightMarker->setScale(0.5f); lightMarker->setColor(Color3B::YELLOW); lightMarker->setCameraMask(cameraMask3D); this->addChild(lightMarker); } // Ambient Light: To ensure dark sides are still somewhat visible auto ambLight = AmbientLight::create(Color3B(80, 80, 80)); ambLight->setCameraMask(cameraMask3D); this->addChild(ambLight); // Add a Ground Plane auto ground = MeshRenderer::create("cube.obj"); if (ground) { // Calculate the exact size needed to cover the grid // Grid size is (gridSize-1)*step + cubeDim float actualSize = gridWidth + cubeDim; float padding = 2.0f; // Increased padding to 2.0 ground->setScaleX(actualSize + padding); ground->setScaleZ(actualSize + padding); ground->setScaleY(0.25f); // Thickness set to 0.25 // Positioned so the top surface is at Y = -0.5 (cubes are at Y=0 with height 1) ground->setPosition3D(Vec3(gridCenter.x, -0.5f - 0.125f, gridCenter.z)); ground->setCameraMask(cameraMask3D); ground->setColor(Color3B(100, 100, 100)); this->addChild(ground); } // Setup Main Camera for Quarter View (Isometric-like) _camera3D = Camera::createPerspective(60.0f, visibleSize.width / visibleSize.height, 0.1f, 1000.0f); _camera3D->setCameraFlag(CameraFlag::USER1); _camera3D->setDepth(1); // Initial camera position setup _targetPos = gridCenter; _pitch = 45.0f; _yaw = 45.0f; _distance = 25.0f; updateCameraPosition(); this->addChild(_camera3D); // Setup Mini-map Camera for Top-down View float miniMapSize = 200.0f; _miniMapCamera = Camera::createPerspective(60.0f, 1.0f, 0.1f, 1000.0f); _miniMapCamera->setCameraFlag(CameraFlag::USER2); _miniMapCamera->setDepth(2); _miniMapCamera->setPosition3D(gridCenter + Vec3(0, 30.0f, 0.01f)); // Offset slightly on Z to avoid gimbal lock with up vector _miniMapCamera->lookAt(gridCenter, Vec3(0, 0, -1)); this->addChild(_miniMapCamera); // Mini-map Border (UI) auto miniMapBorder = DrawNode::create(); if (miniMapBorder) { Vec2 pos(visibleSize.width - miniMapSize - 20, visibleSize.height - miniMapSize - 20); // Draw the border line miniMapBorder->drawRect(pos, pos + Vec2(miniMapSize, miniMapSize), Color4F::WHITE); // Add a semi-transparent dark background for the map area miniMapBorder->drawSolidRect(pos, pos + Vec2(miniMapSize, miniMapSize), Color4F(0, 0, 0, 0.4f)); // This belongs to the UI (DEFAULT camera) miniMapBorder->setCameraMask((unsigned short)CameraFlag::DEFAULT); this->addChild(miniMapBorder, 10); _miniMapBorder = miniMapBorder; } // Ensure Default Camera (UI) has higher depth to be on top this->getDefaultCamera()->setDepth(3); // 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); // Keyboard Listener _keyboardListener = EventListenerKeyboard::create(); _keyboardListener->onKeyPressed = AX_CALLBACK_2(MainScene::onKeyPressed, this); _keyboardListener->onKeyReleased = AX_CALLBACK_2(MainScene::onKeyReleased, this); _eventDispatcher->addEventListenerWithSceneGraphPriority(_keyboardListener, 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("Center Cube", "fonts/Marker Felt.ttf", 24); if (label) { label->setPosition(Vec2(origin.x + visibleSize.width / 2, origin.y + visibleSize.height - 30)); this->addChild(label, 1); } scheduleUpdate(); return true; } // Helper to access protected member of Camera namespace ax { class CameraHacker : public Camera { public: static void setVisitingCamera(Camera* cam) { _visitingCamera = cam; } }; } void MainScene::render(Renderer* renderer, const Mat4& eyeTransform, const Mat4* eyeProjection) { auto visibleSize = _director->getVisibleSize(); const auto& transform = getNodeToParentTransform(); for (const auto& camera : getCameras()) { if (!camera->isVisible()) continue; ax::CameraHacker::setVisitingCamera(camera); // Set Viewport for this camera if (camera == _miniMapCamera) { float miniMapSize = 200.0f; Camera::setDefaultViewport(Viewport().set( (int)(visibleSize.width - miniMapSize - 20), (int)(visibleSize.height - miniMapSize - 20), (int)miniMapSize, (int)miniMapSize)); } else { Camera::setDefaultViewport(Viewport().set(0, 0, (int)visibleSize.width, (int)visibleSize.height)); } if (eyeProjection) camera->setAdditionalProjection(*eyeProjection * camera->getProjectionMatrix().getInversed()); camera->setAdditionalTransform(eyeTransform.getInversed()); _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, camera->getViewProjectionMatrix()); camera->apply(); // clear background with max depth camera->clearBackground(); // visit the scene visit(renderer, transform, 0); #if defined(AX_ENABLE_NAVMESH) if (_navMesh && _navMeshDebugCamera == camera) { _navMesh->debugDraw(renderer); } #endif renderer->render(); _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); } #if defined(AX_ENABLE_3D_PHYSICS) if (_physics3DWorld && _physics3DWorld->isDebugDrawEnabled()) { Camera* physics3dDebugCamera = _physics3dDebugCamera != nullptr ? _physics3dDebugCamera : this->getDefaultCamera(); if (eyeProjection) physics3dDebugCamera->setAdditionalProjection(*eyeProjection * physics3dDebugCamera->getProjectionMatrix().getInversed()); physics3dDebugCamera->setAdditionalTransform(eyeTransform.getInversed()); _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, physics3dDebugCamera->getViewProjectionMatrix()); physics3dDebugCamera->apply(); physics3dDebugCamera->clearBackground(); _physics3DWorld->debugDraw(renderer); renderer->render(); _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION); } #endif ax::CameraHacker::setVisitingCamera(nullptr); } void MainScene::onTouchesBegan(const std::vector& touches, ax::Event* event) { for (auto&& t : touches) { // AXLOGD("onTouchesBegan detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y); } } void MainScene::onTouchesMoved(const std::vector& touches, ax::Event* event) { for (auto&& t : touches) { // AXLOGD("onTouchesMoved detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y); } } void MainScene::onTouchesEnded(const std::vector& touches, ax::Event* event) { for (auto&& t : touches) { // AXLOGD("onTouchesEnded detected, X:{} Y:{}", t->getLocation().x, t->getLocation().y); } } bool MainScene::onMouseDown(Event* event) { EventMouse* e = static_cast(event); if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT) { _isMouseDown = true; _lastMousePos = e->getLocationInView(); } return true; } bool MainScene::onMouseUp(Event* event) { EventMouse* e = static_cast(event); if (e->getMouseButton() == EventMouse::MouseButton::BUTTON_LEFT) { _isMouseDown = false; } return true; } bool MainScene::onMouseMove(Event* event) { EventMouse* e = static_cast(event); 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(event); 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) { _keyStates[code] = true; } void MainScene::onKeyReleased(EventKeyboard::KeyCode code, Event* event) { _keyStates[code] = false; } void MainScene::update(float delta) { switch (_gameState) { case GameState::init: { _gameState = GameState::update; break; } case GameState::update: { // Movement logic for _playerCube if (_playerCube) { float speed = 10.0f * delta; Vec3 move(0, 0, 0); if (_keyStates[EventKeyboard::KeyCode::KEY_W] || _keyStates[EventKeyboard::KeyCode::KEY_UP_ARROW]) move.z -= 1.0f; if (_keyStates[EventKeyboard::KeyCode::KEY_S] || _keyStates[EventKeyboard::KeyCode::KEY_DOWN_ARROW]) move.z += 1.0f; if (_keyStates[EventKeyboard::KeyCode::KEY_A] || _keyStates[EventKeyboard::KeyCode::KEY_LEFT_ARROW]) move.x -= 1.0f; if (_keyStates[EventKeyboard::KeyCode::KEY_D] || _keyStates[EventKeyboard::KeyCode::KEY_RIGHT_ARROW]) move.x += 1.0f; if (move != Vec3::ZERO) { move.normalize(); Vec3 currentPos = _playerCube->getPosition3D(); Vec3 newPos = currentPos + (move * speed); // Boundary check against ground // gridCenter = (5.625, 0, 5.625) // groundSize = 14.25 // cube half-size = 0.5 float halfGround = 14.25f / 2.0f; float minX = 5.625f - halfGround + 0.5f; // -1.0 float maxX = 5.625f + halfGround - 0.5f; // 12.25 float minZ = 5.625f - halfGround + 0.5f; // -1.0 float maxZ = 5.625f + halfGround - 0.5f; // 12.25 newPos.x = std::clamp(newPos.x, minX, maxX); newPos.z = std::clamp(newPos.z, minZ, maxZ); _playerCube->setPosition3D(newPos); // Camera follows the player _targetPos = newPos; updateCameraPosition(); } } break; } case GameState::pause: { ///////////////////////////// // Add your codes below...like.... // // anyPauseStuff() break; } case GameState::menu1: { ///////////////////////////// // Add your codes below...like.... // // UpdateMenu1(); break; } case GameState::menu2: { ///////////////////////////// // Add your codes below...like.... // // UpdateMenu2(); break; } case GameState::end: { ///////////////////////////// // Add your codes below...like.... // // CleanUpMyCrap(); menuCloseCallback(this); break; } } // switch } void MainScene::menuCloseCallback(ax::Object* sender) { // Close the axmol game scene and quit the application _director->end(); /*To navigate back to native iOS screen(if present) without quitting the application ,do not use * _director->end() as given above,instead trigger a custom event created in RootViewController.mm * as below*/ // EventCustom customEndEvent("game_scene_close_event"); //_eventDispatcher->dispatchEvent(&customEndEvent); } MainScene::MainScene() { _sceneID = ++s_sceneID; AXLOGD("Scene: ctor: #{}", _sceneID); } MainScene::~MainScene() { AXLOGD("~Scene: dtor: #{}", _sceneID); if (_touchListener) _eventDispatcher->removeEventListener(_touchListener); if (_keyboardListener) _eventDispatcher->removeEventListener(_keyboardListener); if (_mouseListener) _eventDispatcher->removeEventListener(_mouseListener); _sceneID = -1; }