mirror of https://github.com/axmolengine/axmol.git
added 3D rotation support to the RotateTo action
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7bd68c35d0
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@ -733,6 +733,29 @@ RotateTo* RotateTo::create(float duration, float deltaAngle)
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return rotateTo;
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}
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RotateTo* RotateTo::create(float duration, float deltaAngleX, float deltaAngleY)
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{
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RotateTo* rotateTo = new RotateTo();
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rotateTo->initWithDuration(duration, deltaAngleX, deltaAngleY);
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rotateTo->autorelease();
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return rotateTo;
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}
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RotateTo* RotateTo::create(float duration, const Vec3& deltaAngle3D)
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{
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RotateTo* rotateTo = new RotateTo();
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rotateTo->initWithDuration(duration, deltaAngle3D);
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rotateTo->autorelease();
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return rotateTo;
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}
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RotateTo::RotateTo()
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: _is3D(false)
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{
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}
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bool RotateTo::initWithDuration(float duration, float deltaAngle)
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{
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if (ActionInterval::initWithDuration(duration))
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@ -744,15 +767,6 @@ bool RotateTo::initWithDuration(float duration, float deltaAngle)
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return false;
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}
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RotateTo* RotateTo::create(float duration, float deltaAngleX, float deltaAngleY)
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{
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RotateTo* rotateTo = new RotateTo();
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rotateTo->initWithDuration(duration, deltaAngleX, deltaAngleY);
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rotateTo->autorelease();
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return rotateTo;
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}
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bool RotateTo::initWithDuration(float duration, float deltaAngleX, float deltaAngleY)
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{
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if (ActionInterval::initWithDuration(duration))
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@ -766,61 +780,72 @@ bool RotateTo::initWithDuration(float duration, float deltaAngleX, float deltaAn
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return false;
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}
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bool RotateTo::initWithDuration(float duration, const Vec3& deltaAngle3D)
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{
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if (ActionInterval::initWithDuration(duration))
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{
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_dstAngle3D = deltaAngle3D;
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_is3D = true;
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return true;
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}
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return false;
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}
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RotateTo* RotateTo::clone(void) const
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{
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// no copy constructor
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auto a = new RotateTo();
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a->initWithDuration(_duration, _dstAngleX, _dstAngleY);
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if(_is3D)
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a->initWithDuration(_duration, _dstAngle3D);
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else
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a->initWithDuration(_duration, _dstAngleX, _dstAngleY);
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a->autorelease();
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return a;
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}
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void RotateTo::calculateAngles(float &startAngle, float &diffAngle, float dstAngle)
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{
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if (startAngle > 0)
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{
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startAngle = fmodf(startAngle, 360.0f);
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}
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else
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{
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startAngle = fmodf(startAngle, -360.0f);
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}
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diffAngle = dstAngle - startAngle;
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if (diffAngle > 180)
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{
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diffAngle -= 360;
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}
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if (diffAngle < -180)
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{
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diffAngle += 360;
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}
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}
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void RotateTo::startWithTarget(Node *target)
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{
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ActionInterval::startWithTarget(target);
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// Calculate X
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_startAngleX = target->getRotationSkewX();
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if (_startAngleX > 0)
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if (_is3D)
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{
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_startAngleX = fmodf(_startAngleX, 360.0f);
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_startAngle3D = _target->getRotation3D();
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calculateAngles(_startAngle3D.x, _diffAngle3D.x, _dstAngle3D.x);
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calculateAngles(_startAngle3D.y, _diffAngle3D.y, _dstAngle3D.y);
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calculateAngles(_startAngle3D.z, _diffAngle3D.z, _dstAngle3D.z);
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}
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else
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{
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_startAngleX = fmodf(_startAngleX, -360.0f);
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}
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_startAngleX = _target->getRotationSkewX();
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_startAngleY = _target->getRotationSkewY();
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_diffAngleX = _dstAngleX - _startAngleX;
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if (_diffAngleX > 180)
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{
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_diffAngleX -= 360;
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}
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if (_diffAngleX < -180)
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{
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_diffAngleX += 360;
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}
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//Calculate Y: It's duplicated from calculating X since the rotation wrap should be the same
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_startAngleY = _target->getRotationSkewY();
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if (_startAngleY > 0)
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{
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_startAngleY = fmodf(_startAngleY, 360.0f);
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}
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else
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{
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_startAngleY = fmodf(_startAngleY, -360.0f);
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}
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_diffAngleY = _dstAngleY - _startAngleY;
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if (_diffAngleY > 180)
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{
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_diffAngleY -= 360;
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}
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if (_diffAngleY < -180)
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{
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_diffAngleY += 360;
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calculateAngles(_startAngleX, _diffAngleX, _dstAngleX);
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calculateAngles(_startAngleY, _diffAngleY, _dstAngleY);
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}
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}
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@ -828,26 +853,37 @@ void RotateTo::update(float time)
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{
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if (_target)
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{
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#if CC_USE_PHYSICS
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if (_startAngleX == _startAngleY && _diffAngleX == _diffAngleY)
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if(_is3D)
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{
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_target->setRotation(_startAngleX + _diffAngleX * time);
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_target->setRotation3D(Vec3(
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_startAngle3D.x + _diffAngle3D.x * time,
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_startAngle3D.y + _diffAngle3D.y * time,
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_startAngle3D.z + _diffAngle3D.z * time
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));
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}
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else
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{
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// _startAngleX != _startAngleY || _diffAngleX != _diffAngleY
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if (_target->getPhysicsBody() != nullptr)
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#if CC_USE_PHYSICS
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if (_startAngleX == _startAngleY && _diffAngleX == _diffAngleY)
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{
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CCLOG("RotateTo WARNING: PhysicsBody doesn't support skew rotation");
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_target->setRotation(_startAngleX + _diffAngleX * time);
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}
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else
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{
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// _startAngleX != _startAngleY || _diffAngleX != _diffAngleY
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if (_target->getPhysicsBody() != nullptr)
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{
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CCLOG("RotateTo WARNING: PhysicsBody doesn't support skew rotation");
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}
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_target->setRotationSkewX(_startAngleX + _diffAngleX * time);
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_target->setRotationSkewY(_startAngleY + _diffAngleY * time);
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}
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#else
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_target->setRotationSkewX(_startAngleX + _diffAngleX * time);
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_target->setRotationSkewY(_startAngleY + _diffAngleY * time);
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}
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#else
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_target->setRotationSkewX(_startAngleX + _diffAngleX * time);
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_target->setRotationSkewY(_startAngleY + _diffAngleY * time);
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#endif // CC_USE_PHYSICS
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}
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}
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}
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@ -344,6 +344,9 @@ public:
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/** creates the action */
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static RotateTo* create(float duration, float deltaAngle);
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/** creates the action with 3D rotation angles */
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static RotateTo* create(float duration, const Vec3& deltaAngle3D);
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//
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// Overrides
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//
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@ -353,12 +356,16 @@ public:
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virtual void update(float time) override;
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CC_CONSTRUCTOR_ACCESS:
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RotateTo() {}
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RotateTo();
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virtual ~RotateTo() {}
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/** initializes the action */
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bool initWithDuration(float duration, float deltaAngle);
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bool initWithDuration(float duration, float deltaAngleX, float deltaAngleY);
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bool initWithDuration(float duration, const Vec3& deltaAngle3D);
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/** calculates the start and diff angles */
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void calculateAngles(float &startAngle, float &diffAngle, float dstAngle);
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protected:
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float _dstAngleX;
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@ -369,6 +376,11 @@ protected:
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float _startAngleY;
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float _diffAngleY;
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bool _is3D;
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Vec3 _dstAngle3D;
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Vec3 _startAngle3D;
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Vec3 _diffAngle3D;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(RotateTo);
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};
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