axmol/cocos2dx/actions/CCActionPageTurn3D.cpp

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/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
http://www.cocos2d-x.org
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 "CCActionPageTurn3D.h"
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namespace cocos2d
{
CCPageTurn3D* CCPageTurn3D::actionWithSize(cocos2d::ccGridSize gridSize, cocos2d::ccTime time)
{
CCPageTurn3D *pAction = new CCPageTurn3D();
if (pAction)
{
if (pAction->initWithSize(gridSize, time))
{
pAction->autorelease();
}
else
{
CC_SAFE_RELEASE_NULL(pAction);
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}
}
return pAction;
}
/*
* Update each tick
* Time is the percentage of the way through the duration
*/
void CCPageTurn3D::update(cocos2d::ccTime time)
{
float tt = MAX(0, time - 0.25f);
float deltaAy = (tt * tt * 500);
float ay = -100 - deltaAy;
float deltaTheta = - (float) M_PI_2 * sqrtf( time) ;
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float theta = /*0.01f */ + (float) M_PI_2 +deltaTheta;
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float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
for (int i = 0; i <= m_sGridSize.x; ++i)
{
for (int j = 0; j <= m_sGridSize.y; ++j)
{
// Get original vertex
ccVertex3F p = originalVertex(ccg(i ,j));
float R = sqrtf((p.x * p.x) + ((p.y - ay) * (p.y - ay)));
float r = R * sinTheta;
float alpha = asinf( p.x / R );
float beta = alpha / sinTheta;
float cosBeta = cosf( beta );
// If beta > PI then we've wrapped around the cone
// Reduce the radius to stop these points interfering with others
if (beta <= M_PI)
{
p.x = ( r * sinf(beta));
}
else
{
// Force X = 0 to stop wrapped
// points
p.x = 0;
}
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p.y = ( R + ay - ( r * (1 - cosBeta) * sinTheta));
// We scale z here to avoid the animation being
// too much bigger than the screen due to perspectve transform
p.z = (r * ( 1 - cosBeta ) * cosTheta) / 7;// "100" didn't work for
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// Stop z coord from dropping beneath underlying page in a transition
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// issue #751
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if( p.z < 0.5f )
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{
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p.z = 0.5f;
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}
// Set new coords
setVertex(ccg(i, j), p);
}
}
}
} // end of namespace cocos2d