Merge pull request #7631 from maltium/v3

added 3D rotation support to the RotateTo action
This commit is contained in:
minggo 2014-08-05 13:30:43 +08:00
commit cd98034f16
2 changed files with 133 additions and 110 deletions

View File

@ -724,41 +724,57 @@ Spawn* Spawn::reverse() const
// RotateTo
//
RotateTo* RotateTo::create(float duration, float deltaAngle)
RotateTo* RotateTo::create(float duration, float dstAngle)
{
RotateTo* rotateTo = new RotateTo();
rotateTo->initWithDuration(duration, deltaAngle);
rotateTo->initWithDuration(duration, dstAngle, dstAngle);
rotateTo->autorelease();
return rotateTo;
}
bool RotateTo::initWithDuration(float duration, float deltaAngle)
{
if (ActionInterval::initWithDuration(duration))
{
_dstAngleX = _dstAngleY = deltaAngle;
return true;
}
return false;
}
RotateTo* RotateTo::create(float duration, float deltaAngleX, float deltaAngleY)
RotateTo* RotateTo::create(float duration, float dstAngleX, float dstAngleY)
{
RotateTo* rotateTo = new RotateTo();
rotateTo->initWithDuration(duration, deltaAngleX, deltaAngleY);
rotateTo->initWithDuration(duration, dstAngleX, dstAngleY);
rotateTo->autorelease();
return rotateTo;
}
bool RotateTo::initWithDuration(float duration, float deltaAngleX, float deltaAngleY)
RotateTo* RotateTo::create(float duration, const Vec3& dstAngle3D)
{
RotateTo* rotateTo = new RotateTo();
rotateTo->initWithDuration(duration, dstAngle3D);
rotateTo->autorelease();
return rotateTo;
}
RotateTo::RotateTo()
: _is3D(false)
{
}
bool RotateTo::initWithDuration(float duration, float dstAngleX, float dstAngleY)
{
if (ActionInterval::initWithDuration(duration))
{
_dstAngleX = deltaAngleX;
_dstAngleY = deltaAngleY;
_dstAngle.x = dstAngleX;
_dstAngle.y = dstAngleY;
return true;
}
return false;
}
bool RotateTo::initWithDuration(float duration, const Vec3& dstAngle3D)
{
if (ActionInterval::initWithDuration(duration))
{
_dstAngle = dstAngle3D;
_is3D = true;
return true;
}
@ -770,84 +786,90 @@ RotateTo* RotateTo::clone(void) const
{
// no copy constructor
auto a = new RotateTo();
a->initWithDuration(_duration, _dstAngleX, _dstAngleY);
if(_is3D)
a->initWithDuration(_duration, _dstAngle);
else
a->initWithDuration(_duration, _dstAngle.x, _dstAngle.y);
a->autorelease();
return a;
}
void RotateTo::calculateAngles(float &startAngle, float &diffAngle, float dstAngle)
{
if (startAngle > 0)
{
startAngle = fmodf(startAngle, 360.0f);
}
else
{
startAngle = fmodf(startAngle, -360.0f);
}
diffAngle = dstAngle - startAngle;
if (diffAngle > 180)
{
diffAngle -= 360;
}
if (diffAngle < -180)
{
diffAngle += 360;
}
}
void RotateTo::startWithTarget(Node *target)
{
ActionInterval::startWithTarget(target);
// Calculate X
_startAngleX = target->getRotationSkewX();
if (_startAngleX > 0)
if (_is3D)
{
_startAngleX = fmodf(_startAngleX, 360.0f);
_startAngle = _target->getRotation3D();
}
else
{
_startAngleX = fmodf(_startAngleX, -360.0f);
_startAngle.x = _target->getRotationSkewX();
_startAngle.y = _target->getRotationSkewY();
}
_diffAngleX = _dstAngleX - _startAngleX;
if (_diffAngleX > 180)
{
_diffAngleX -= 360;
}
if (_diffAngleX < -180)
{
_diffAngleX += 360;
}
//Calculate Y: It's duplicated from calculating X since the rotation wrap should be the same
_startAngleY = _target->getRotationSkewY();
if (_startAngleY > 0)
{
_startAngleY = fmodf(_startAngleY, 360.0f);
}
else
{
_startAngleY = fmodf(_startAngleY, -360.0f);
}
_diffAngleY = _dstAngleY - _startAngleY;
if (_diffAngleY > 180)
{
_diffAngleY -= 360;
}
if (_diffAngleY < -180)
{
_diffAngleY += 360;
}
calculateAngles(_startAngle.x, _diffAngle.x, _dstAngle.x);
calculateAngles(_startAngle.y, _diffAngle.y, _dstAngle.y);
calculateAngles(_startAngle.z, _diffAngle.z, _dstAngle.z);
}
void RotateTo::update(float time)
{
if (_target)
{
#if CC_USE_PHYSICS
if (_startAngleX == _startAngleY && _diffAngleX == _diffAngleY)
if(_is3D)
{
_target->setRotation(_startAngleX + _diffAngleX * time);
_target->setRotation3D(Vec3(
_startAngle.x + _diffAngle.x * time,
_startAngle.y + _diffAngle.y * time,
_startAngle.z + _diffAngle.z * time
));
}
else
{
// _startAngleX != _startAngleY || _diffAngleX != _diffAngleY
if (_target->getPhysicsBody() != nullptr)
#if CC_USE_PHYSICS
if (_startAngle.x == _startAngle.y && _diffAngle.x == _diffAngle.y)
{
CCLOG("RotateTo WARNING: PhysicsBody doesn't support skew rotation");
_target->setRotation(_startAngle.x + _diffAngle.x * time);
}
else
{
// _startAngle.x != _startAngle.y || _diffAngle.x != _diffAngle.y
if (_target->getPhysicsBody() != nullptr)
{
CCLOG("RotateTo WARNING: PhysicsBody doesn't support skew rotation");
}
_target->setRotationSkewX(_startAngle.x + _diffAngle.x * time);
_target->setRotationSkewY(_startAngle.y + _diffAngle.y * time);
}
_target->setRotationSkewX(_startAngleX + _diffAngleX * time);
_target->setRotationSkewY(_startAngleY + _diffAngleY * time);
}
#else
_target->setRotationSkewX(_startAngleX + _diffAngleX * time);
_target->setRotationSkewY(_startAngleY + _diffAngleY * time);
_target->setRotationSkewX(_startAngle.x + _diffAngle.x * time);
_target->setRotationSkewY(_startAngle.y + _diffAngle.y * time);
#endif // CC_USE_PHYSICS
}
}
}
@ -897,7 +919,7 @@ bool RotateBy::initWithDuration(float duration, float deltaAngle)
{
if (ActionInterval::initWithDuration(duration))
{
_angleZ_X = _angleZ_Y = deltaAngle;
_deltaAngle.x = _deltaAngle.y = deltaAngle;
return true;
}
@ -908,8 +930,8 @@ bool RotateBy::initWithDuration(float duration, float deltaAngleX, float deltaAn
{
if (ActionInterval::initWithDuration(duration))
{
_angleZ_X = deltaAngleX;
_angleZ_Y = deltaAngleY;
_deltaAngle.x = deltaAngleX;
_deltaAngle.y = deltaAngleY;
return true;
}
@ -920,7 +942,7 @@ bool RotateBy::initWithDuration(float duration, const Vec3& deltaAngle3D)
{
if (ActionInterval::initWithDuration(duration))
{
_angle3D = deltaAngle3D;
_deltaAngle = deltaAngle3D;
_is3D = true;
return true;
}
@ -934,9 +956,9 @@ RotateBy* RotateBy::clone() const
// no copy constructor
auto a = new RotateBy();
if(_is3D)
a->initWithDuration(_duration, _angle3D);
a->initWithDuration(_duration, _deltaAngle);
else
a->initWithDuration(_duration, _angleZ_X, _angleZ_Y);
a->initWithDuration(_duration, _deltaAngle.x, _deltaAngle.y);
a->autorelease();
return a;
}
@ -946,12 +968,12 @@ void RotateBy::startWithTarget(Node *target)
ActionInterval::startWithTarget(target);
if(_is3D)
{
_startAngle3D = target->getRotation3D();
_startAngle = target->getRotation3D();
}
else
{
_startAngleZ_X = target->getRotationSkewX();
_startAngleZ_Y = target->getRotationSkewY();
_startAngle.x = target->getRotationSkewX();
_startAngle.y = target->getRotationSkewY();
}
}
@ -963,32 +985,32 @@ void RotateBy::update(float time)
if(_is3D)
{
Vec3 v;
v.x = _startAngle3D.x + _angle3D.x * time;
v.y = _startAngle3D.y + _angle3D.y * time;
v.z = _startAngle3D.z + _angle3D.z * time;
v.x = _startAngle.x + _deltaAngle.x * time;
v.y = _startAngle.y + _deltaAngle.y * time;
v.z = _startAngle.z + _deltaAngle.z * time;
_target->setRotation3D(v);
}
else
{
#if CC_USE_PHYSICS
if (_startAngleZ_X == _startAngleZ_Y && _angleZ_X == _angleZ_Y)
if (_startAngle.x == _startAngle.y && _deltaAngle.x == _deltaAngle.y)
{
_target->setRotation(_startAngleZ_X + _angleZ_X * time);
_target->setRotation(_startAngle.x + _deltaAngle.x * time);
}
else
{
// _startAngleZ_X != _startAngleZ_Y || _angleZ_X != _angleZ_Y
// _startAngle.x != _startAngle.y || _deltaAngle.x != _deltaAngle.y
if (_target->getPhysicsBody() != nullptr)
{
CCLOG("RotateBy WARNING: PhysicsBody doesn't support skew rotation");
}
_target->setRotationSkewX(_startAngleZ_X + _angleZ_X * time);
_target->setRotationSkewY(_startAngleZ_Y + _angleZ_Y * time);
_target->setRotationSkewX(_startAngle.x + _deltaAngle.x * time);
_target->setRotationSkewY(_startAngle.y + _deltaAngle.y * time);
}
#else
_target->setRotationSkewX(_startAngleZ_X + _angleZ_X * time);
_target->setRotationSkewY(_startAngleZ_Y + _angleZ_Y * time);
_target->setRotationSkewX(_startAngle.x + _deltaAngle.x * time);
_target->setRotationSkewY(_startAngle.y + _deltaAngle.y * time);
#endif // CC_USE_PHYSICS
}
}
@ -999,12 +1021,15 @@ RotateBy* RotateBy::reverse() const
if(_is3D)
{
Vec3 v;
v.x = - _angle3D.x;
v.y = - _angle3D.y;
v.z = - _angle3D.z;
v.x = - _deltaAngle.x;
v.y = - _deltaAngle.y;
v.z = - _deltaAngle.z;
return RotateBy::create(_duration, v);
}
return RotateBy::create(_duration, -_angleZ_X, -_angleZ_Y);
else
{
return RotateBy::create(_duration, -_deltaAngle.x, -_deltaAngle.y);
}
}
//

View File

@ -339,10 +339,13 @@ class CC_DLL RotateTo : public ActionInterval
{
public:
/** creates the action with separate rotation angles */
static RotateTo* create(float duration, float deltaAngleX, float deltaAngleY);
static RotateTo* create(float duration, float dstAngleX, float dstAngleY);
/** creates the action */
static RotateTo* create(float duration, float deltaAngle);
static RotateTo* create(float duration, float dstAngle);
/** creates the action with 3D rotation angles */
static RotateTo* create(float duration, const Vec3& dstAngle3D);
//
// Overrides
@ -353,21 +356,21 @@ public:
virtual void update(float time) override;
CC_CONSTRUCTOR_ACCESS:
RotateTo() {}
RotateTo();
virtual ~RotateTo() {}
/** initializes the action */
bool initWithDuration(float duration, float deltaAngle);
bool initWithDuration(float duration, float deltaAngleX, float deltaAngleY);
bool initWithDuration(float duration, float dstAngleX, float dstAngleY);
bool initWithDuration(float duration, const Vec3& dstAngle3D);
/** calculates the start and diff angles */
void calculateAngles(float &startAngle, float &diffAngle, float dstAngle);
protected:
float _dstAngleX;
float _startAngleX;
float _diffAngleX;
float _dstAngleY;
float _startAngleY;
float _diffAngleY;
bool _is3D;
Vec3 _dstAngle;
Vec3 _startAngle;
Vec3 _diffAngle;
private:
CC_DISALLOW_COPY_AND_ASSIGN(RotateTo);
@ -403,14 +406,9 @@ CC_CONSTRUCTOR_ACCESS:
bool initWithDuration(float duration, const Vec3& deltaAngle3D);
protected:
float _angleZ_X;
float _startAngleZ_X;
float _angleZ_Y;
float _startAngleZ_Y;
bool _is3D;
Vec3 _angle3D;
Vec3 _startAngle3D;
Vec3 _deltaAngle;
Vec3 _startAngle;
private:
CC_DISALLOW_COPY_AND_ASSIGN(RotateBy);