I have trouble while combining Qt with vtkImplicitPlaneWidget2 then.
Without Qt, I could have the result shown like this.
Without Qt
But with Qt, I could not display the basic function of vtkImplicitPlaneWidget2, or in other words, it only shows the volume data, but the clipper of the plane could not be shown, just like the picture below.
With Qt
I try to find the result, and it seems that the callback function is never called in Qt. I think it is because that I don't connect the Qt event to the callback function, but I don't know how to deal with this.
And the following is the code.
void planeWidgetPara::showLabelPlane()
{
this->setupUi(this);
#pragma region image_process
vtkSmartPointer<vtkImageData> imageData =
vtkSmartPointer<vtkImageData>::New();
imageData->SetExtent(0, dims[0] / scaledown - 1,
0, dims[1] / scaledown - 1,
0, dims[2]);
imageData->SetSpacing(this->getSpacing());
imageData->AllocateScalars(VTK_UNSIGNED_CHAR, 3);
int scaledown = this->getScaledown();
for (int i = 0;i < dims[0] / scaledown;i++)
{
for (int j = 0;j < dims[1] / scaledown;j++)
{
for (int k = 0;k < dims[2];k++)
{
imageData->SetScalarComponentFromDouble(i, j, k, 0, getLabelScaledownColor(i, j, k, 0, scaledown));
imageData->SetScalarComponentFromDouble(i, j, k, 1, getLabelScaledownColor(i, j, k, 1, scaledown));
imageData->SetScalarComponentFromDouble(i, j, k, 2, getLabelScaledownColor(i, j, k, 2, scaledown));
}
}
}
vtkSmartPointer<vtkImageDataGeometryFilter> imageDataGeometryFilter =
vtkSmartPointer<vtkImageDataGeometryFilter>::New();
imageDataGeometryFilter->SetInputData(imageData);
imageDataGeometryFilter->Update();
// Setup a visualization pipeline
vtkSmartPointer<vtkPlane> plane =
vtkSmartPointer<vtkPlane>::New();
plane->SetOrigin(this->getRawOrigin());
vtkSmartPointer<vtkClipPolyData> clipper =
vtkSmartPointer<vtkClipPolyData>::New();
clipper->SetClipFunction(plane);
clipper->InsideOutOn();
clipper->SetInputConnection(imageDataGeometryFilter->GetOutputPort());
// Create a mapper and actor
vtkSmartPointer<vtkPolyDataMapper> mapper =
vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInputConnection(clipper->GetOutputPort());
vtkSmartPointer<vtkActor> actor =
vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
vtkSmartPointer<vtkProperty> backFaces =
vtkSmartPointer<vtkProperty>::New();
backFaces->SetDiffuseColor(.8, .8, .4);
actor->SetBackfaceProperty(backFaces);
#pragma endregion
// A renderer and render window
vtkSmartPointer<vtkRenderer> renderer =
vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow =
this->qvtkWidget->GetRenderWindow();
renderWindow->AddRenderer(renderer);
renderer->AddActor(actor);
//// An interactor
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor =
this->qvtkWidget->GetRenderWindow()->GetInteractor();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderWindow->Render();
// The callback will do the work
vtkSmartPointer<vtkIPWCallback> myCallback =
vtkSmartPointer<vtkIPWCallback>::New();
myCallback->Plane = plane;
myCallback->Actor = actor;
vtkSmartPointer<vtkImplicitPlaneRepresentation> rep =
vtkSmartPointer<vtkImplicitPlaneRepresentation>::New();
rep->SetPlaceFactor(1.25); // This must be set prior to placing the widget
rep->PlaceWidget(actor->GetBounds());
rep->SetNormal(plane->GetNormal());
vtkSmartPointer<vtkImplicitPlaneWidget2> planeWidget =
vtkSmartPointer<vtkImplicitPlaneWidget2>::New();
planeWidget->SetInteractor(renderWindowInteractor);
planeWidget->SetRepresentation(rep);
planeWidget->AddObserver(vtkCommand::InteractionEvent, myCallback);
// Render
renderWindowInteractor->Initialize();
renderWindow->Render();
planeWidget->On();
// Begin mouse interaction
//renderWindowInteractor->Start();
// VTK/Qt wedded
this->qvtkWidget->GetRenderWindow()->AddRenderer(renderer);
// Set up action signals and slots
connect(this->actionExit, SIGNAL(triggered()), this, SLOT(slotExit()));
}
Related
im trying to show two different animations made with two functions, one render and two threads.
Im getting different kind of error each time i run the code.
Such as: segmentation default in the refresh function (line SDL_RenderPresent(w1.renderer);) and other strange errors too. Everytime is different.
I know its about using the render in both different threads. But i dont know how to solve this problem.
When i run with just one of the threads everything its ok. But not with the two of them.
I just want to show different graphics playing around the window. (always using sdl2).
Here is my code:
window.h:
class Window
{
public:
SDL_Window *window1;
int background,windowWidth,windowHeight,windowXcoord,windowYcoord;
SDL_Renderer * renderer;
SDL_Renderer * renderer2;
Window();
};
void refresh();
extern Window w1;
window.cpp:
Window w1;
Window::Window()
{
window1=nullptr;
background = 0xffffff;
windowWidth=700; windowHeight=500;
windowXcoord = 650; windowYcoord = 0;
this->window1 =
SDL_CreateWindow("Window",windowXcoord,windowYcoord,
windowWidth,windowHeight, SDL_WINDOW_SHOWN);
this->renderer = SDL_CreateRenderer( this->window1, -1 ,
SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor( this->renderer, 255, 255, 255, 255 );
SDL_RenderClear( this->renderer );
SDL_RenderPresent(this->renderer);
}
// this function is called everytime an object or function want to "refresh" the window.
void refresh(){
// clearing the window
SDL_SetRenderDrawColor( w1.renderer, 255, 255, 255,0 );
SDL_RenderClear( w1.renderer );
// r1, the first Rects object to animate.
SDL_SetRenderDrawColor( w1.renderer,255,0,0,255);
SDL_RenderFillRect( w1.renderer, &r1.rect );
// r2, the second Rects.
SDL_SetRenderDrawColor( w1.renderer,255,0,255,255);
SDL_RenderFillRect( w1.renderer, &r2.rect );
SDL_RenderPresent(w1.renderer);
}
rects.h:
class Rects
{
public:
SDL_Rect rect;
Rects();
};
extern Rects r1, r2;
void moveR1();
void moveR2();
rects.cpp:
Rects::Rects()
{ }
Rects r1,r2;
// moveR1 and moveR2, (just some dumm animations-example)
void moveR1(){
r1.rect.x=400; r1.rect.y=100;
r1.rect.w =40; r1.rect.h =10;
SDL_SetRenderDrawColor( w1.renderer,255,0,0,255);
SDL_RenderFillRect( w1.renderer, &r1.rect );
{
for (int u = 1; u<=5;u++){
r1.rect.x=200; r1.rect.y=100;
r1.rect.w =50; r1.rect.h =50;
refresh();
for (int i = 1; i <=200; i++){
r1.rect.x-=1;
usleep (7000);
refresh();
}
}
}
}
void moveR2(){
r2.rect.x=200; r2.rect.y=100;
r2.rect.w =40; r2.rect.h =10;
SDL_SetRenderDrawColor( w1.renderer,255,255,0,255);
SDL_RenderFillRect( w1.renderer, &r2.rect );
{
for (int u = 1; u<=5;u++){
check
r2.rect.x=200; r2.rect.y=100;
r2.rect.w =50; r2.rect.h =50;
refresh();
for (int i = 1; i <=200; i++){
r2.rect.x+=1; r2.rect.y+=1;
usleep (7000);
refresh();
}
}
}
}
and the main:
int main()
{
thread t1(moveR1);
t1.detach();
thread t2(moveR2);
t2.detach();
// sleep instead of showing a loop.
sleep (10);
return 0;
}
any polite help is welcome, im here to learn.
When i run with just one of the threads everything its ok. But not with the two of them.
According to the documentation for 2D accelerated rendering (also known as SDL_render.h, in other terms the place where SDL_RenderPresent lives):
This API is not designed to be used from multiple threads, see SDL bug #1995 for details.
You won't be able to do that any time soon. By looking at the description of the error, it looks like an UB and the link to the bug gives you all the details probably.
I just want to show different graphics playing around the window.
You don't need to use two threads to do that.
You can just update positions, animations and whatever is needed for your graphics and show them from the same thread. Nothing prevents you from calling the same function (as an example SDL_RenderCopy) more than once before to invoke SDL_RenderPresent.
If you needed a thread per graphic, what about a game with thousands of polygons on video?
// thanks to skypjack, i am able to solve the problem
// HOW TO PRESENT TWO (OR MORE) GRAPHICS WITH SDL_RENDERER WITHOUT USING THREADS.
// The two rectangle animation are just and example.
// It could be whatever we want to show.
// In this case, just two rectangles moving around.
#include <unistd.h>
#include <SDL.h>
using namespace std;
SDL_Window *window1;
int background, windowWidth, windowHeight,windowXcoord,
windowYcoord;
SDL_Rect rectangle1;
SDL_Rect rectangle2;
SDL_Renderer *renderer;
int sequence1;
int sequence2;
void moveRectangle1(), moveRectangle2();
int main()
{
window1=nullptr;
background = 0xffffff;
windowWidth=700; windowHeight=500;
windowXcoord = 650; windowYcoord = 0;
window1 = SDL_CreateWindow("Main
Window",windowXcoord,windowYcoord, windowWidth,windowHeight,
SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer( window1, -1 ,
SDL_RENDERER_ACCELERATED);
SDL_SetRenderDrawColor( renderer, 255, 255, 255, 255 );
SDL_RenderClear( renderer );
SDL_RenderPresent(renderer);
rectangle1.x = 100; rectangle1.y = 100; rectangle1.h = 40;
rectangle1.w = 40;
rectangle2.x = 100; rectangle2.y = 100; rectangle2.h = 40;
rectangle2.w = 40;
for (int i = 1;i<500;i++){
SDL_SetRenderDrawColor( renderer, 255, 255, 255,0 );
SDL_RenderClear( renderer );
// chequear return (cerrar programa)
moveRectangle1();
moveRectangle2();
SDL_RenderPresent(renderer);
usleep (12000);
}
return 0;
}
void moveRectangle1(){
sequence1++;
if (sequence1 <= 50){ rectangle1.x++; }
else if (sequence1 <= 100){ rectangle1.x--; }
else { sequence1 = 0; }
SDL_SetRenderDrawColor(renderer,255,0,0,255);
SDL_RenderFillRect(renderer, &rectangle1 );
}
void moveRectangle2(){
sequence2++;
if (sequence2 <= 100){ rectangle2.y++; }
else if (sequence2 <= 200){ rectangle2.y--; }
else { sequence2 = 0; }
SDL_SetRenderDrawColor(renderer,0,200,0,255);
SDL_RenderFillRect( renderer, &rectangle2 );
}
I am having trouble drawing a basic white rectangle using the Cocos2dx library in the iOS environment. I have looked at a couple of other implementations for guidance.
http://discuss.cocos2d-x.org/t/draw-rectangle-with-drawrect-in-cocos2dx-not-working/14836/3
Cocos2d-x: How can I draw a resizing rectangle?
It basically looks like I need to use the class method of DrawNode::create() to make the node, then establish the vertices like in openGL, then draw it with the DrawNode->drawPolygon method and add the child node to the scene with the addChild method of the cocos2d::Layer subclass.
Here is my code.
bool JFScene::init()
{
if ( !Layer::init() )
{
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
auto closeItem = MenuItemImage::create(
"CloseNormal.png",
"CloseSelected.png",
CC_CALLBACK_1(JFScene::menuCloseCallback, this));
closeItem->setScale(2.0);
closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 ,
origin.y + closeItem->getContentSize().height/2));
auto menu = Menu::create(closeItem, NULL);
menu->setPosition(Vec2::ZERO);
this->addChild(menu, 1);
auto CButton = Sprite::create("CButton.png");
CButton->setPosition(
Point(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y)
);
this->addChild(CButton, 1);
auto rectNode = DrawNode::create();
Vec2 vertices[4] = {
Vec2(-50, -50),
Vec2(50, -50),
Vec2(50, 50),
Vec2(-50, 50)
};
rectNode->drawPolygon(vertices, 4, Color4F::WHITE, 1, Color4F::WHITE);
this->addChild(rectNode);
return true;
}
The odd thing is that the CButton Node appears to render when I run it on my iPhone 5s as well as the close item that was included in the default file, but the white rectangle I am trying to draw does not render. Any ideas why?
You want to draw a rectangle... Look at this code snippet:
auto rectNode = DrawNode::create();
Vec2 rectangle[4];
rectangle[0] = Vec2(-50, -50);
rectangle[1] = Vec2(50, -50);
rectangle[2] = Vec2(50, 50);
rectangle[3] = Vec2(-50, 50);
Color4F white(1, 1, 1, 1);
rectNode->drawPolygon(rectangle, 4, white, 1, white);
this->addChild(rectNode);
I hope it works for you.
Reference: cocso2d-x forum
Besides, I recommend you take a look at this similar question if you didn't.
I am using some simple code to render a mesh in a loop. In practice on each iteration I will change the viewpoint and save an image of the rendering. I have reduced this to a small compilable example below:
int main(int argc, char **argv) {
vtkSmartPointer<vtkPLYReader> fileReader = vtkSmartPointer<vtkPLYReader>::New();
fileReader->SetFileName("benchvise_mesh.ply");
fileReader->Update();
vtkSmartPointer<vtkPolyData> polydata_ = fileReader->GetOutput();
vtkSmartPointer<vtkRenderWindow> render_win = vtkSmartPointer<vtkRenderWindow>::New();
vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkActor> actor_view = vtkSmartPointer<vtkActor>::New();
vtkSmartPointer<vtkCamera> cam = vtkSmartPointer<vtkCamera>::New();
vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
for (int i = 0; i < 100; i++) {
mapper->SetInput(polydata_);
mapper->Update();
cam->SetViewAngle(58);
cam->SetClippingRange(0.00001, 10000);
//Invert view Up
cam->SetViewUp(0, -1, 0);
cam->SetPosition(0, 0, -500);
cam->SetFocalPoint(0, 0, 1);
cam->Modified();
actor_view->SetMapper(mapper);
actor_view->Modified();
renderer->SetActiveCamera(cam);
renderer->AddActor(actor_view);
renderer->SetBackground(1.0, 1.0, 1.0);
renderer->Modified();
render_win->AddRenderer(renderer);
render_win->SetSize(640, 480);
//white
render_win->Modified();
render_win->Start();
render_win->Render();
render_win->Finalize();
}
}
The problem is, when I run this many vtkWindow icons appear on my taskbar and eventually bring the pc to a halt. It appears as though on each loop the rendering window stays alive. However, when I click on an icon the window doesn't actually appear.
Is there something I am missing that will clean up the render windows on each iteration.
BTW, I am running under Ubntu with vtk 5.8
You do several things 'wrong' there. Remove everything wrong the loop, most importantly render_win->Start(), initialize at begin and just call render_win->Render() at each loop after the appreciated modifications to viewing has been made ( calls to mappers or cameras SetPosition and similars affect your view without reconnection, reconnection being call to Add????() -methods). Modified() calls should be implicit and not required manually.
I Have an unstructured grid that which I need to write into a file and open elsewhere. The original file looks like this;
When I write the file and read it again, it displays as following,
The code for writing the file is;
std::string filename = "ouputTest.vtu";
//pre-constructed grid
(vtkSmartPointer<vtkUnstructuredGrid>) grid;
vtkSmartPointer<vtkGeometryFilter> geometryFilter = vtkSmartPointer<vtkGeometryFilter>::New();
vtkSmartPointer<vtkPolyData> polydata;
geometryFilter->SetInput(grid);
geometryFilter->Update();
polydata = geometryFilter->GetOutput();
vtkSmartPointer<vtkDoubleArray> tempArray = vtkSmartPointer<vtkDoubleArray>::New();
for(int i=0;i<4;i++)
{
tempArray->InsertNextValue(i/2.5);
}
polydata->GetPointData()->SetScalars(tempArray);
grid->GetPointData()->SetScalars(tempArray);
vtkSmartPointer<vtkLookupTable> colorLookupTable = vtkSmartPointer<vtkLookupTable>::New();
colorLookupTable->SetTableRange(-100,500);
double vmin,vmax;
colorLookupTable->GetHueRange(vmin,vmax);
if(vmin!=vmax)
{
colorLookupTable->SetHueRange(0.6667,0.0);
}
colorLookupTable->Build();
vtkSmartPointer<vtkContourFilter> contourFilter = vtkSmartPointer<vtkContourFilter>::New();
contourFilter->SetInputConnection(polydata->GetProducerPort());
contourFilter->ComputeScalarsOn();
contourFilter->GenerateValues(10,-100,500);
vtkSmartPointer<vtkPolyDataMapper> mapper1 = vtkSmartPointer<vtkPolyDataMapper>::New();
mapper1->SetInputConnection(contourFilter->GetOutputPort());
mapper1->SetScalarRange(-100,500);
mapper1->SetLookupTable(colorLookupTable);
mapper1->ScalarVisibilityOn();
vtkSmartPointer<vtkActor> actor1 = vtkSmartPointer<vtkActor>::New();
actor1->SetMapper(mapper1);
vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
mapper->SetInput(polydata);
mapper->ScalarVisibilityOn();
mapper->InterpolateScalarsBeforeMappingOn();
mapper->SetLookupTable(colorLookupTable);
mapper->SetScalarRange(-100,500);
vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
// Visualize
vtkSmartPointer<vtkRenderer> renderer =vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderer->AddActor(actor1);
renderer->AddActor(actor);
renderer->SetBackground(.3, .6, .3); // Background color green
// Write file
vtkSmartPointer<vtkXMLUnstructuredGridWriter> writer =
vtkSmartPointer<vtkXMLUnstructuredGridWriter>::New();
writer->SetFileName(filename.c_str());
#if VTK_MAJOR_VERSION <= 5
writer->SetInput(grid);
#else
writer->SetInputData(grid);
#endif
writer->SetDataModeToAscii();
writer->Write();
renderWindow->Render();
renderWindowInteractor->Start();
The code for reading the file is;
std::string filename = "ouputTest.vtu";
vtkSmartPointer reader = vtkSmartPointer::New();
reader->SetFileName(filename.c_str());
reader->Update();
vtkSmartPointer<vtkDataSetMapper> mapper = vtkSmartPointer<vtkDataSetMapper>::New();
mapper->SetInputConnection(reader->GetOutputPort());
vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
actor->SetMapper(mapper);
vtkSmartPointer<vtkRenderer> renderer = vtkSmartPointer<vtkRenderer>::New();
vtkSmartPointer<vtkRenderWindow> renderWindow = vtkSmartPointer<vtkRenderWindow>::New();
renderWindow->AddRenderer(renderer);
vtkSmartPointer<vtkRenderWindowInteractor> renderWindowInteractor = vtkSmartPointer<vtkRenderWindowInteractor>::New();
renderWindowInteractor->SetRenderWindow(renderWindow);
renderer->AddActor(actor);
renderer->SetBackground(1, 1, 1);
renderWindow->Render();
renderWindowInteractor->Start();
What should I do to make it appear as the original. I don't know if the problem is with the file writing or reading. Any help would be appreciated.
Thanks.
When you load, make sure of the following:
You have a visualization pipeline similar than the one you initially created. (Contour filter and similar Look Up Table)
The scalars are loaded (you may know this using the PrintSelf Method of the reader's output: reader->GetDataObject(0)->PrintSelf()). Check out the scalars have same elements as before saving.
I'm a beginner that just followed cocos2d-x's native tutorials and I am faced with a huge wall!
This is my error:
>c:\cocos2d-2.0-x-2.0.3\cocos2dsimplegame\classes\helloworldscene.cpp(86): error C2440: 'type cast' : cannot convert from 'void (__thiscall HelloWorld::* )(cocos2d::CCTime)' to 'cocos2d::SEL_SCHEDULE'
>Pointers to members have different representations; cannot cast between them
My cpp file:
#include "HelloWorldScene.h"
using namespace cocos2d;
CCScene* HelloWorld::scene()
{
CCScene * scene = NULL;
do
{
// 'scene' is an autorelease object
scene = CCScene::create();
CC_BREAK_IF(! scene);
// 'layer' is an autorelease object
HelloWorld *layer = HelloWorld::create();
CC_BREAK_IF(! layer);
// add layer as a child to scene
scene->addChild(layer);
} while (0);
// return the scene
return scene;
}
// on "init" you need to initialize your instance
bool HelloWorld::init()
{
bool bRet = false;
_targets = CCArray::create();
_projectiles = CCArray::create();
do {
////////////////////
// super init first
////////////////////
if ( !CCLayerColor::initWithColor( ccc4(255, 255, 255, 255) ) )
{
return false;
}
////////////////////
// add your codes below..
////////////////////
// 1. Add a menu item with "X" image, which is clicked to quit the program.
// Create a "close" menu item with close icon, it's an auto release object.
CCMenuItemImage *pCloseItem = CCMenuItemImage::itemWithNormalImage(
"CloseNormal.png",
"CloseSelected.png",
this,
menu_selector(HelloWorld::menuCloseCallback));
CC_BREAK_IF(! pCloseItem);
// Place the menu item bottom-right conner.
pCloseItem->setPosition(ccp(CCDirector::sharedDirector()->getWinSize().width - 20, 20));
//Create a menu with the "close" menu item, it's an auto release object.
CCMenu* pMenu = CCMenu::menuWithItems(pCloseItem, NULL);
pMenu->setPosition(CCPointZero);
CC_BREAK_IF(! pMenu);
//Add the menu to HelloWorld layer as a child layer.
this->addChild(pMenu, 1);
//////////////////////
// 2. add your codes below...
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *player = CCSprite::spriteWithFile("Player.png", CCRectMake(0, 0, 27, 40));
player->setPosition(ccp(player->getContentSize().width/2, winSize.height/2));
this->addChild(player);
bRet = true;
} while (0);
// Call game logic about every second
this->schedule( schedule_selector(HelloWorld::gameLogic), 1.0);
// You can shoot the bullet
this->setTouchEnabled(true);
this->schedule( schedule_selector(HelloWorld::update) );
return bRet;
}
void HelloWorld::menuCloseCallback(CCObject* pSender)
{
// "close" menu item clicked
CCDirector::sharedDirector()->end();
}
void HelloWorld::addTarget()
{
CCSprite *target = CCSprite::spriteWithFile("Target.png", CCRectMake(0, 0, 27, 40));
// Determine where to spawn the target along the Y axis
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
int minY = target->getContentSize().height/2;
int maxY = winSize.height - target->getContentSize().height/2;
int rangeY = maxY - minY;
// srand( TimGetTicks() );
int actualY = ( rand() % rangeY ) + minY;
// Create the target slightly off-screen along the right edge,
// and along a random position along the Y axis as calculated
target->setPosition( ccp(winSize.width + (target->getContentSize().width/2), actualY) );
this->addChild(target);
// Determine speed of the target
int minDuration = (int)2.0;
int maxDuration = (int)4.0;
int rangeDuration = maxDuration - minDuration;
// srand( TimGetTicks() );
int actualDuration = ( rand() % rangeDuration ) + minDuration;
// Create the actions
CCFiniteTimeAction* actionMove = CCMoveTo::actionWithDuration( (float)actualDuration, ccp(0 - target->getContentSize().width/2, actualY) );
CCFiniteTimeAction* actionMoveDone = CCCallFuncN::actionWithTarget( this, callfuncN_selector(HelloWorld::spriteMoveFinished) );
target->runAction( CCSequence::actions( actionMove, actionMoveDone, NULL) );
// Add to targets array
target->setTag(1);
_targets->addObject(target);
}
void HelloWorld::spriteMoveFinished(CCNode* sender)
{
CCSprite *sprite = (CCSprite *)sender;
this->removeChild(sprite, true);
if (sprite->getTag() == 1) // target
{
_targets->removeObject(sprite);
}
else if (sprite->getTag() == 2) // projectile
{
_projectiles->removeObject(sprite);
}
}
void HelloWorld::gameLogic(float dt)
{
this->addTarget();
}
void HelloWorld::ccTouchesEnded(CCSet* touches, CCEvent* event)
{
// Choose one of the touches to work with
CCTouch* touch = (CCTouch*)( touches->anyObject() );
CCPoint location = touch->locationInView();
location = CCDirector::sharedDirector()->convertToGL(location);
// Set up initial location of projectile
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCSprite *projectile = CCSprite::spriteWithFile("Projectile.png", CCRectMake(0, 0, 20, 20));
projectile->setPosition( ccp(20, winSize.height/2) );
// Determine offset of location to projectile
int offX = location.x - projectile->getPosition().x;
int offY = location.y - projectile->getPosition().y;
// Bail out if we are shooting down or backwards
if (offX <= 0) return;
// OK to add now - we've double checked position
this->addChild(projectile);
// Determine where we wish to shoot the projectile to
int realX = winSize.width + (projectile->getContentSize().width/2);
float ratio = (float)offY / (float)offX;
int realY = (realX * ratio) + projectile->getPosition().y;
CCPoint realDest = ccp(realX, realY);
// Determine the length of how far we're shooting
int offRealX = realX - projectile->getPosition().x;
int offRealY = realY - projectile->getPosition().y;
float length = sqrtf((offRealX * offRealX) + (offRealY * offRealY));
float velocity = 480/1; // 480pixels/1sec
float realMoveDuration = length/velocity;
// Move projectile to actual endpoint
projectile->runAction( CCSequence::actions( CCMoveTo::actionWithDuration(realMoveDuration, realDest), CCCallFuncN::actionWithTarget(this, callfuncN_selector(HelloWorld::spriteMoveFinished)), NULL) );
// Add to projectiles array
projectile->setTag(2);
_projectiles->addObject(projectile);
}
void HelloWorld::update(CCTime dt)
{
CCArray *projectilesToDelete = CCArray::create();
CCObject* arrayItem1;
CCARRAY_FOREACH(_projectiles, arrayItem1)
{
CCSprite* projectile = (CCSprite*)arrayItem1;
CCRect projectileRect = CCRectMake(
projectile->getPosition().x - (projectile->getContentSize().width/2),
projectile->getPosition().y - (projectile->getContentSize().height/2),
projectile->getContentSize().width,
projectile->getContentSize().height);
CCArray* targetsToDelete = CCArray::create();
CCObject* arrayItem2;
CCARRAY_FOREACH(_targets, arrayItem2)
{
CCSprite* target = (CCSprite*) arrayItem2;
CCRect targetRect = CCRectMake(
target->getPosition().x - (target->getContentSize().width/2),
target->getPosition().y - (target->getContentSize().height/2),
target->getContentSize().width,
target->getContentSize().height);
if (CCRect::CCRectIntersectsRect(projectileRect, targetRect))
{
targetsToDelete->addObject(target);
}
}
CCARRAY_FOREACH(targetsToDelete, arrayItem2)
{
CCSprite* target = (CCSprite*) arrayItem2;
_targets->removeObject(target);
this->removeChild(target, true);
}
if (targetsToDelete->count() > 0)
{
projectilesToDelete->addObject(projectile);
}
targetsToDelete->release();
}
CCARRAY_FOREACH(projectilesToDelete, arrayItem1)
{
CCSprite* projectile = (CCSprite*) arrayItem1;
_projectiles->removeObject(projectile);
this->removeChild(projectile, true);
}
projectilesToDelete->release();
}
Maybe this part is a problem:
bool HelloWorld::init()
{
....
this->schedule( schedule_selector(HelloWorld::update) );
....
}
But I don't understand why this part is a problem.
Please, help me!
change CCTime to float.
in old cocos2d-x version, they have ccTime instead of CCTime
but in 2.0 they remove it. since it is duplicated with float.