mirror of https://github.com/axmolengine/axmol.git
293 lines
9.9 KiB
C++
293 lines
9.9 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009 On-Core
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __ACTION_CCGRID3D_ACTION_H__
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#define __ACTION_CCGRID3D_ACTION_H__
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#include "CCActionGrid.h"
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NS_CC_BEGIN
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/**
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* @addtogroup actions
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* @{
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*/
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/**
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@brief Waves3D action
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*/
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class CC_DLL Waves3D : public Grid3DAction
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{
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public:
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes an action with duration, grid size, waves and amplitude */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int waves, float amplitude);
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/** returns a new clone of the action */
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virtual Waves3D* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates an action with duration, grid size, waves and amplitude */
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static Waves3D* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);
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protected:
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unsigned int _waves;
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float _amplitude;
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float _amplitudeRate;
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};
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/** @brief FlipX3D action */
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class CC_DLL FlipX3D : public Grid3DAction
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{
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public:
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/** initializes the action with duration */
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virtual bool initWithDuration(float duration);
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virtual bool initWithSize(const Size& gridSize, float duration);
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/** returns a new clone of the action */
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virtual FlipX3D* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates the action with duration */
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static FlipX3D* create(float duration);
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};
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/** @brief FlipY3D action */
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class CC_DLL FlipY3D : public FlipX3D
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{
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public:
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virtual void update(float time);
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virtual Object* copyWithZone(Zone* pZone);
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public:
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/** creates the action with duration */
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static FlipY3D* create(float duration);
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};
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/** @brief Lens3D action */
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class CC_DLL Lens3D : public Grid3DAction
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{
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public:
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/** Get lens center position */
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inline float getLensEffect(void) const { return _lensEffect; }
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/** Set lens center position */
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inline void setLensEffect(float fLensEffect) { _lensEffect = fLensEffect; }
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/** Set whether lens is concave */
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inline void setConcave(bool bConcave) { _concave = bConcave; }
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inline const Point& getPosition(void) const { return _position; }
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void setPosition(const Point& position);
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/** initializes the action with center position, radius, a grid size and duration */
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bool initWithDuration(float duration, const Size& gridSize, const Point& position, float radius);
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/** returns a new clone of the action */
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virtual Lens3D* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates the action with center position, radius, a grid size and duration */
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static Lens3D* create(float duration, const Size& gridSize, const Point& position, float radius);
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protected:
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/* lens center position */
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Point _position;
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float _radius;
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/** lens effect. Defaults to 0.7 - 0 means no effect, 1 is very strong effect */
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float _lensEffect;
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/** lens is concave. (true = concave, false = convex) default is convex i.e. false */
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bool _concave;
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bool _dirty;
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};
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/** @brief Ripple3D action */
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class CC_DLL Ripple3D : public Grid3DAction
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{
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public:
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/** get center position */
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inline const Point& getPosition(void) const { return _position; }
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/** set center position */
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void setPosition(const Point& position);
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes the action with radius, number of waves, amplitude, a grid size and duration */
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bool initWithDuration(float duration, const Size& gridSize, const Point& position, float radius, unsigned int waves, float amplitude);
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/** returns a new clone of the action */
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virtual Ripple3D* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates the action with radius, number of waves, amplitude, a grid size and duration */
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static Ripple3D* create(float duration, const Size& gridSize, const Point& position, float radius, unsigned int waves, float amplitude);
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protected:
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/* center position */
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Point _position;
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float _radius;
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unsigned int _waves;
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float _amplitude;
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float _amplitudeRate;
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};
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/** @brief Shaky3D action */
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class CC_DLL Shaky3D : public Grid3DAction
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{
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public:
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/** initializes the action with a range, shake Z vertices, a grid and duration */
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bool initWithDuration(float duration, const Size& gridSize, int range, bool shakeZ);
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/** returns a new clone of the action */
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virtual Shaky3D* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates the action with a range, shake Z vertices, a grid and duration */
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static Shaky3D* create(float duration, const Size& gridSize, int range, bool shakeZ);
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protected:
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int _randrange;
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bool _shakeZ;
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};
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/** @brief Liquid action */
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class CC_DLL Liquid : public Grid3DAction
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{
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public:
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes the action with amplitude, a grid and duration */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int waves, float amplitude);
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/** returns a new clone of the action */
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virtual Liquid* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates the action with amplitude, a grid and duration */
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static Liquid* create(float duration, const Size& gridSize, unsigned int waves, float amplitude);
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protected:
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unsigned int _waves;
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float _amplitude;
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float _amplitudeRate;
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};
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/** @brief Waves action */
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class CC_DLL Waves : public Grid3DAction
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{
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public:
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes the action with amplitude, horizontal sin, vertical sin, a grid and duration */
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bool initWithDuration(float duration, const Size& gridSize, unsigned int waves, float amplitude, bool horizontal, bool vertical);
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/** returns a new clone of the action */
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virtual Waves* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** initializes the action with amplitude, horizontal sin, vertical sin, a grid and duration */
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static Waves* create(float duration, const Size& gridSize, unsigned int waves, float amplitude, bool horizontal, bool vertical);
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protected:
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unsigned int _waves;
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float _amplitude;
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float _amplitudeRate;
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bool _vertical;
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bool _horizontal;
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};
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/** @brief Twirl action */
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class CC_DLL Twirl : public Grid3DAction
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{
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public:
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/** get twirl center */
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inline const Point& getPosition(void) const { return _position; }
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/** set twirl center */
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void setPosition(const Point& position);
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inline float getAmplitude(void) const { return _amplitude; }
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inline void setAmplitude(float fAmplitude) { _amplitude = fAmplitude; }
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inline float getAmplitudeRate(void) const { return _amplitudeRate; }
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inline void setAmplitudeRate(float fAmplitudeRate) { _amplitudeRate = fAmplitudeRate; }
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/** initializes the action with center position, number of twirls, amplitude, a grid size and duration */
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bool initWithDuration(float duration, const Size& gridSize, Point position, unsigned int twirls, float amplitude);
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/** returns a new clone of the action */
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virtual Twirl* clone() const;
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virtual Object* copyWithZone(Zone* pZone);
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virtual void update(float time);
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public:
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/** creates the action with center position, number of twirls, amplitude, a grid size and duration */
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static Twirl* create(float duration, const Size& gridSize, Point position, unsigned int twirls, float amplitude);
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protected:
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/* twirl center */
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Point _position;
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unsigned int _twirls;
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float _amplitude;
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float _amplitudeRate;
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};
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// end of actions group
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/// @}
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NS_CC_END
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#endif // __ACTION_CCGRID3D_ACTION_H__
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