/**************************************************************************** Copyright (c) 2009 Sindesso Pty Ltd http://www.sindesso.com/ Copyright (c) 2010-2012 cocos2d-x.org CopyRight (c) 2013-2014 Chukong Technologies Inc. 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" NS_CC_BEGIN PageTurn3D* PageTurn3D::create(float duration, const Size& gridSize) { PageTurn3D *action = new PageTurn3D(); if (action) { if (action->initWithDuration(duration, gridSize)) { action->autorelease(); } else { CC_SAFE_RELEASE_NULL(action); } } return action; } PageTurn3D *PageTurn3D::clone() const { // no copy constructor auto a = new PageTurn3D(); a->initWithDuration(_duration, _gridSize); a->autorelease(); return a; } /* * Update each tick * Time is the percentage of the way through the duration */ void PageTurn3D::update(float 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) ; float theta = /*0.01f */ + (float) M_PI_2 +deltaTheta; float sinTheta = sinf(theta); float cosTheta = cosf(theta); for (int i = 0; i <= _gridSize.width; ++i) { for (int j = 0; j <= _gridSize.height; ++j) { // Get original vertex Vector3 p = getOriginalVertex(Vector2(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; } 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 perspective transform p.z = (r * ( 1 - cosBeta ) * cosTheta) / 7;// "100" didn't work for // Stop z coord from dropping beneath underlying page in a transition // issue #751 if( p.z < 0.5f ) { p.z = 0.5f; } // Set new coords setVertex(Vector2(i, j), p); } } } NS_CC_END