mirror of https://github.com/axmolengine/axmol.git
Merge pull request #7631 from maltium/v3
added 3D rotation support to the RotateTo action
This commit is contained in:
commit
cd98034f16
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@ -724,41 +724,57 @@ Spawn* Spawn::reverse() const
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// RotateTo
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//
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RotateTo* RotateTo::create(float duration, float deltaAngle)
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RotateTo* RotateTo::create(float duration, float dstAngle)
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{
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RotateTo* rotateTo = new RotateTo();
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rotateTo->initWithDuration(duration, deltaAngle);
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rotateTo->initWithDuration(duration, dstAngle, dstAngle);
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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 deltaAngle)
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{
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if (ActionInterval::initWithDuration(duration))
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{
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_dstAngleX = _dstAngleY = deltaAngle;
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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::create(float duration, float deltaAngleX, float deltaAngleY)
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RotateTo* RotateTo::create(float duration, float dstAngleX, float dstAngleY)
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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->initWithDuration(duration, dstAngleX, dstAngleY);
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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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RotateTo* RotateTo::create(float duration, const Vec3& dstAngle3D)
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{
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RotateTo* rotateTo = new RotateTo();
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rotateTo->initWithDuration(duration, dstAngle3D);
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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 dstAngleX, float dstAngleY)
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{
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if (ActionInterval::initWithDuration(duration))
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{
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_dstAngleX = deltaAngleX;
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_dstAngleY = deltaAngleY;
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_dstAngle.x = dstAngleX;
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_dstAngle.y = dstAngleY;
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return true;
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}
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return false;
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}
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bool RotateTo::initWithDuration(float duration, const Vec3& dstAngle3D)
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{
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if (ActionInterval::initWithDuration(duration))
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{
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_dstAngle = dstAngle3D;
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_is3D = true;
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return true;
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}
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@ -770,84 +786,90 @@ 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, _dstAngle);
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else
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a->initWithDuration(_duration, _dstAngle.x, _dstAngle.y);
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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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_startAngle = _target->getRotation3D();
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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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_startAngle.x = _target->getRotationSkewX();
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_startAngle.y = _target->getRotationSkewY();
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}
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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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}
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calculateAngles(_startAngle.x, _diffAngle.x, _dstAngle.x);
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calculateAngles(_startAngle.y, _diffAngle.y, _dstAngle.y);
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calculateAngles(_startAngle.z, _diffAngle.z, _dstAngle.z);
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}
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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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_startAngle.x + _diffAngle.x * time,
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_startAngle.y + _diffAngle.y * time,
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_startAngle.z + _diffAngle.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 (_startAngle.x == _startAngle.y && _diffAngle.x == _diffAngle.y)
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{
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CCLOG("RotateTo WARNING: PhysicsBody doesn't support skew rotation");
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_target->setRotation(_startAngle.x + _diffAngle.x * time);
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}
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else
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{
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// _startAngle.x != _startAngle.y || _diffAngle.x != _diffAngle.y
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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(_startAngle.x + _diffAngle.x * time);
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_target->setRotationSkewY(_startAngle.y + _diffAngle.y * time);
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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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_target->setRotationSkewX(_startAngle.x + _diffAngle.x * time);
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_target->setRotationSkewY(_startAngle.y + _diffAngle.y * 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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@ -897,7 +919,7 @@ bool RotateBy::initWithDuration(float duration, float deltaAngle)
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{
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if (ActionInterval::initWithDuration(duration))
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{
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_angleZ_X = _angleZ_Y = deltaAngle;
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_deltaAngle.x = _deltaAngle.y = deltaAngle;
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return true;
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}
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@ -908,8 +930,8 @@ bool RotateBy::initWithDuration(float duration, float deltaAngleX, float deltaAn
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{
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if (ActionInterval::initWithDuration(duration))
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{
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_angleZ_X = deltaAngleX;
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_angleZ_Y = deltaAngleY;
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_deltaAngle.x = deltaAngleX;
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_deltaAngle.y = deltaAngleY;
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return true;
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}
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@ -920,7 +942,7 @@ bool RotateBy::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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_angle3D = deltaAngle3D;
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_deltaAngle = deltaAngle3D;
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_is3D = true;
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return true;
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}
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@ -934,9 +956,9 @@ RotateBy* RotateBy::clone() const
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// no copy constructor
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auto a = new RotateBy();
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if(_is3D)
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a->initWithDuration(_duration, _angle3D);
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a->initWithDuration(_duration, _deltaAngle);
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else
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a->initWithDuration(_duration, _angleZ_X, _angleZ_Y);
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a->initWithDuration(_duration, _deltaAngle.x, _deltaAngle.y);
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a->autorelease();
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return a;
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}
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@ -946,12 +968,12 @@ void RotateBy::startWithTarget(Node *target)
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ActionInterval::startWithTarget(target);
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if(_is3D)
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{
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_startAngle3D = target->getRotation3D();
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_startAngle = target->getRotation3D();
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}
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else
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{
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_startAngleZ_X = target->getRotationSkewX();
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_startAngleZ_Y = target->getRotationSkewY();
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_startAngle.x = target->getRotationSkewX();
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_startAngle.y = target->getRotationSkewY();
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}
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}
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@ -963,32 +985,32 @@ void RotateBy::update(float time)
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if(_is3D)
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{
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Vec3 v;
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v.x = _startAngle3D.x + _angle3D.x * time;
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v.y = _startAngle3D.y + _angle3D.y * time;
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v.z = _startAngle3D.z + _angle3D.z * time;
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v.x = _startAngle.x + _deltaAngle.x * time;
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v.y = _startAngle.y + _deltaAngle.y * time;
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v.z = _startAngle.z + _deltaAngle.z * time;
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_target->setRotation3D(v);
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}
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else
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{
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#if CC_USE_PHYSICS
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if (_startAngleZ_X == _startAngleZ_Y && _angleZ_X == _angleZ_Y)
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if (_startAngle.x == _startAngle.y && _deltaAngle.x == _deltaAngle.y)
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{
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_target->setRotation(_startAngleZ_X + _angleZ_X * time);
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_target->setRotation(_startAngle.x + _deltaAngle.x * time);
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}
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else
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{
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// _startAngleZ_X != _startAngleZ_Y || _angleZ_X != _angleZ_Y
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// _startAngle.x != _startAngle.y || _deltaAngle.x != _deltaAngle.y
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if (_target->getPhysicsBody() != nullptr)
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{
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CCLOG("RotateBy WARNING: PhysicsBody doesn't support skew rotation");
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}
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_target->setRotationSkewX(_startAngleZ_X + _angleZ_X * time);
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_target->setRotationSkewY(_startAngleZ_Y + _angleZ_Y * time);
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_target->setRotationSkewX(_startAngle.x + _deltaAngle.x * time);
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_target->setRotationSkewY(_startAngle.y + _deltaAngle.y * time);
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}
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#else
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_target->setRotationSkewX(_startAngleZ_X + _angleZ_X * time);
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_target->setRotationSkewY(_startAngleZ_Y + _angleZ_Y * time);
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_target->setRotationSkewX(_startAngle.x + _deltaAngle.x * time);
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_target->setRotationSkewY(_startAngle.y + _deltaAngle.y * time);
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#endif // CC_USE_PHYSICS
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}
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}
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@ -999,12 +1021,15 @@ RotateBy* RotateBy::reverse() const
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if(_is3D)
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{
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Vec3 v;
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v.x = - _angle3D.x;
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v.y = - _angle3D.y;
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v.z = - _angle3D.z;
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v.x = - _deltaAngle.x;
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v.y = - _deltaAngle.y;
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v.z = - _deltaAngle.z;
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return RotateBy::create(_duration, v);
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}
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return RotateBy::create(_duration, -_angleZ_X, -_angleZ_Y);
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else
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{
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return RotateBy::create(_duration, -_deltaAngle.x, -_deltaAngle.y);
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}
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}
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//
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@ -339,10 +339,13 @@ class CC_DLL RotateTo : public ActionInterval
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{
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public:
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/** creates the action with separate rotation angles */
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static RotateTo* create(float duration, float deltaAngleX, float deltaAngleY);
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static RotateTo* create(float duration, float dstAngleX, float dstAngleY);
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/** creates the action */
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static RotateTo* create(float duration, float deltaAngle);
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static RotateTo* create(float duration, float dstAngle);
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/** creates the action with 3D rotation angles */
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static RotateTo* create(float duration, const Vec3& dstAngle3D);
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//
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// Overrides
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@ -353,21 +356,21 @@ 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, float dstAngleX, float dstAngleY);
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bool initWithDuration(float duration, const Vec3& dstAngle3D);
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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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float _startAngleX;
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float _diffAngleX;
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float _dstAngleY;
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float _startAngleY;
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float _diffAngleY;
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bool _is3D;
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Vec3 _dstAngle;
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Vec3 _startAngle;
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Vec3 _diffAngle;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(RotateTo);
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@ -403,14 +406,9 @@ CC_CONSTRUCTOR_ACCESS:
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bool initWithDuration(float duration, const Vec3& deltaAngle3D);
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protected:
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float _angleZ_X;
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float _startAngleZ_X;
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float _angleZ_Y;
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float _startAngleZ_Y;
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bool _is3D;
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Vec3 _angle3D;
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Vec3 _startAngle3D;
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Vec3 _deltaAngle;
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Vec3 _startAngle;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(RotateBy);
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