mirror of https://github.com/axmolengine/axmol.git
740 lines
17 KiB
C++
740 lines
17 KiB
C++
/****************************************************************************
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Copyright (c) 2009 On-Core
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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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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#include "2d/ActionGrid3D.h"
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#include "base/Director.h"
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NS_AX_BEGIN
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// implementation of Waves3D
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Waves3D* Waves3D::create(float duration, const Vec2& gridSize, unsigned int waves, float amplitude)
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{
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Waves3D* action = new Waves3D();
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if (action->initWithDuration(duration, gridSize, waves, amplitude))
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{
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action->autorelease();
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return action;
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}
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delete action;
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return nullptr;
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}
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bool Waves3D::initWithDuration(float duration, const Vec2& gridSize, unsigned int waves, float amplitude)
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{
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if (Grid3DAction::initWithDuration(duration, gridSize))
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{
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_waves = waves;
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_amplitude = amplitude;
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_amplitudeRate = 1.0f;
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return true;
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}
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return false;
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}
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Waves3D* Waves3D::clone() const
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{
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// no copy constructor
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return Waves3D::create(_duration, _gridSize, _waves, _amplitude);
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}
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void Waves3D::update(float time)
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{
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int i, j;
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for (i = 0; i < _gridSize.width + 1; ++i)
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{
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for (j = 0; j < _gridSize.height + 1; ++j)
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{
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Vec2 pos((float)i, (float)j);
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Vec3 v = getOriginalVertex(pos);
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v.z += (sinf((float)M_PI * time * _waves * 2 + (v.y + v.x) * 0.01f) * _amplitude * _amplitudeRate);
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// AXLOGD("v.z offset is {}\n", (sinf((float)M_PI * time * _waves * 2 + (v.y+v.x) * .01f) * _amplitude *
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// _amplitudeRate));
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setVertex(pos, v);
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}
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}
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}
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// implementation of FlipX3D
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FlipX3D* FlipX3D::create(float duration)
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{
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FlipX3D* action = new FlipX3D();
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if (action->initWithDuration(duration))
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{
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action->autorelease();
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return action;
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}
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delete action;
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return nullptr;
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}
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bool FlipX3D::initWithDuration(float duration)
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{
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return Grid3DAction::initWithDuration(duration, Vec2(1, 1));
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}
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bool FlipX3D::initWithSize(const Vec2& gridSize, float duration)
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{
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if (gridSize.width != 1 || gridSize.height != 1)
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{
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// Grid size must be (1,1)
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AXASSERT(0, "Grid size must be (1,1)");
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return false;
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}
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return Grid3DAction::initWithDuration(duration, gridSize);
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}
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FlipX3D* FlipX3D::clone() const
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{
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// no copy constructor
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auto a = new FlipX3D();
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a->initWithSize(_gridSize, _duration);
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a->autorelease();
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return a;
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}
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void FlipX3D::update(float time)
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{
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float angle = (float)M_PI * time; // 180 degrees
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float mz = sinf(angle);
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angle = angle / 2.0f; // x calculates degrees from 0 to 90
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float mx = cosf(angle);
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Vec3 v0, v1, v, diff;
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v0 = getOriginalVertex(Vec2(1.0f, 1.0f));
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v1 = getOriginalVertex(Vec2());
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float x0 = v0.x;
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float x1 = v1.x;
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float x;
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Vec2 a, b, c, d;
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if (x0 > x1)
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{
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// Normal Grid
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a.setZero();
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b.set(0.0f, 1.0f);
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c.set(1.0f, 0.0f);
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d.set(1.0f, 1.0f);
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x = x0;
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}
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else
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{
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// Reversed Grid
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c.setZero();
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d.set(0.0f, 1.0f);
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a.set(1.0f, 0.0f);
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b.set(1.0f, 1.0f);
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x = x1;
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}
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diff.x = (x - x * mx);
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diff.z = fabsf(floorf((x * mz) / 4.0f));
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// bottom-left
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v = getOriginalVertex(a);
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v.x = diff.x;
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v.z += diff.z;
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setVertex(a, v);
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// upper-left
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v = getOriginalVertex(b);
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v.x = diff.x;
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v.z += diff.z;
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setVertex(b, v);
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// bottom-right
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v = getOriginalVertex(c);
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v.x -= diff.x;
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v.z -= diff.z;
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setVertex(c, v);
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// upper-right
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v = getOriginalVertex(d);
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v.x -= diff.x;
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v.z -= diff.z;
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setVertex(d, v);
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}
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// implementation of FlipY3D
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FlipY3D* FlipY3D::clone() const
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{
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// no copy constructor
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auto a = new FlipY3D();
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a->initWithSize(_gridSize, _duration);
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a->autorelease();
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return a;
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}
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FlipY3D* FlipY3D::create(float duration)
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{
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FlipY3D* action = new FlipY3D();
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if (action->initWithDuration(duration))
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{
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action->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(action);
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}
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return action;
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}
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void FlipY3D::update(float time)
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{
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float angle = (float)M_PI * time; // 180 degrees
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float mz = sinf(angle);
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angle = angle / 2.0f; // x calculates degrees from 0 to 90
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float my = cosf(angle);
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Vec3 v0, v1, v, diff;
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v0 = getOriginalVertex(Vec2(1.0f, 1.0f));
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v1 = getOriginalVertex(Vec2());
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float y0 = v0.y;
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float y1 = v1.y;
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float y;
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Vec2 a, b, c, d;
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if (y0 > y1)
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{
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// Normal Grid
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a.setZero();
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b.set(0.0f, 1.0f);
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c.set(1.0f, 0.0f);
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d.set(1.0f, 1.0f);
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y = y0;
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}
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else
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{
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// Reversed Grid
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b.setZero();
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a.set(0.0f, 1.0f);
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d.set(1.0f, 0.0f);
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c.set(1.0f, 1.0f);
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y = y1;
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}
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diff.y = y - y * my;
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diff.z = fabsf(floorf((y * mz) / 4.0f));
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// bottom-left
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v = getOriginalVertex(a);
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v.y = diff.y;
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v.z += diff.z;
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setVertex(a, v);
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// upper-left
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v = getOriginalVertex(b);
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v.y -= diff.y;
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v.z -= diff.z;
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setVertex(b, v);
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// bottom-right
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v = getOriginalVertex(c);
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v.y = diff.y;
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v.z += diff.z;
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setVertex(c, v);
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// upper-right
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v = getOriginalVertex(d);
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v.y -= diff.y;
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v.z -= diff.z;
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setVertex(d, v);
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}
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// implementation of Lens3D
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Lens3D* Lens3D::create(float duration, const Vec2& gridSize, const Vec2& position, float radius)
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{
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Lens3D* action = new Lens3D();
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if (action->initWithDuration(duration, gridSize, position, radius))
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{
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action->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(action);
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}
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return action;
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}
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bool Lens3D::initWithDuration(float duration, const Vec2& gridSize, const Vec2& position, float radius)
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{
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if (Grid3DAction::initWithDuration(duration, gridSize))
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{
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_position.set(-1.0f, -1.0f);
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setPosition(position);
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_radius = radius;
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_lensEffect = 0.7f;
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_concave = false;
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_dirty = 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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Lens3D* Lens3D::clone() const
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{
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// no copy constructor
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auto a = new Lens3D();
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a->initWithDuration(_duration, _gridSize, _position, _radius);
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a->autorelease();
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return a;
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}
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void Lens3D::setPosition(const Vec2& pos)
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{
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if (!pos.equals(_position))
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{
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_position = pos;
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_dirty = true;
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}
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}
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void Lens3D::update(float /*time*/)
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{
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if (_dirty)
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{
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int i, j;
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for (i = 0; i < _gridSize.width + 1; ++i)
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{
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for (j = 0; j < _gridSize.height + 1; ++j)
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{
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Vec2 pos((float)i, (float)j);
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Vec3 v = getOriginalVertex(pos);
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Vec2 vect = _position - Vec2(v.x, v.y);
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float r = vect.getLength();
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if (r < _radius)
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{
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r = _radius - r;
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float pre_log = r / _radius;
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if (pre_log == 0)
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{
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pre_log = 0.001f;
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}
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float l = logf(pre_log) * _lensEffect;
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float new_r = expf(l) * _radius;
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if (vect.getLength() > 0)
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{
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vect.normalize();
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Vec2 new_vect = vect * new_r;
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v.z += (_concave ? -1.0f : 1.0f) * new_vect.getLength() * _lensEffect;
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}
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}
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setVertex(pos, v);
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}
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}
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_dirty = false;
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}
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}
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// implementation of Ripple3D
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Ripple3D* Ripple3D::create(float duration,
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const Vec2& gridSize,
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const Vec2& position,
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float radius,
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unsigned int waves,
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float amplitude)
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{
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Ripple3D* action = new Ripple3D();
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if (action->initWithDuration(duration, gridSize, position, radius, waves, amplitude))
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{
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action->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(action);
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}
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return action;
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}
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bool Ripple3D::initWithDuration(float duration,
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const Vec2& gridSize,
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const Vec2& position,
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float radius,
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unsigned int waves,
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float amplitude)
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{
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if (Grid3DAction::initWithDuration(duration, gridSize))
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{
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setPosition(position);
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_radius = radius;
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_waves = waves;
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_amplitude = amplitude;
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_amplitudeRate = 1.0f;
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return true;
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}
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return false;
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}
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void Ripple3D::setPosition(const Vec2& position)
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{
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_position = position;
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}
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Ripple3D* Ripple3D::clone() const
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{
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// no copy constructor
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auto a = new Ripple3D();
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a->initWithDuration(_duration, _gridSize, _position, _radius, _waves, _amplitude);
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a->autorelease();
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return a;
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}
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void Ripple3D::update(float time)
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{
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int i, j;
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for (i = 0; i < (_gridSize.width + 1); ++i)
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{
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for (j = 0; j < (_gridSize.height + 1); ++j)
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{
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Vec2 pos((float)i, (float)j);
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Vec3 v = getOriginalVertex(pos);
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Vec2 vect = _position - Vec2(v.x, v.y);
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float r = vect.getLength();
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if (r < _radius)
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{
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r = _radius - r;
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float rate = powf(r / _radius, 2);
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v.z += (sinf(time * (float)M_PI * _waves * 2 + r * 0.1f) * _amplitude * _amplitudeRate * rate);
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}
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setVertex(pos, v);
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}
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}
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}
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// implementation of Shaky3D
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Shaky3D* Shaky3D::create(float duration, const Vec2& gridSize, int range, bool shakeZ)
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{
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Shaky3D* action = new Shaky3D();
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if (action->initWithDuration(duration, gridSize, range, shakeZ))
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{
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action->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(action);
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}
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return action;
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}
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bool Shaky3D::initWithDuration(float duration, const Vec2& gridSize, int range, bool shakeZ)
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{
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if (Grid3DAction::initWithDuration(duration, gridSize))
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{
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_randrange = range;
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_shakeZ = shakeZ;
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return true;
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}
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return false;
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}
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Shaky3D* Shaky3D::clone() const
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{
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// no copy constructor
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auto a = new Shaky3D();
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a->initWithDuration(_duration, _gridSize, _randrange, _shakeZ);
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a->autorelease();
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return a;
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}
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void Shaky3D::update(float /*time*/)
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{
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int i, j;
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for (i = 0; i < (_gridSize.width + 1); ++i)
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{
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for (j = 0; j < (_gridSize.height + 1); ++j)
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{
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Vec2 pos((float)i, (float)j);
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Vec3 v = getOriginalVertex(pos);
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v.x += (rand() % (_randrange * 2)) - _randrange;
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v.y += (rand() % (_randrange * 2)) - _randrange;
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if (_shakeZ)
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{
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v.z += (rand() % (_randrange * 2)) - _randrange;
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}
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setVertex(pos, v);
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}
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}
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}
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// implementation of Liquid
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Liquid* Liquid::create(float duration, const Vec2& gridSize, unsigned int waves, float amplitude)
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{
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Liquid* action = new Liquid();
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if (action->initWithDuration(duration, gridSize, waves, amplitude))
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{
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action->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(action);
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}
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return action;
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}
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bool Liquid::initWithDuration(float duration, const Vec2& gridSize, unsigned int waves, float amplitude)
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{
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if (Grid3DAction::initWithDuration(duration, gridSize))
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{
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_waves = waves;
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_amplitude = amplitude;
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_amplitudeRate = 1.0f;
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return true;
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}
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return false;
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}
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Liquid* Liquid::clone() const
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{
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// no copy constructor
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auto a = new Liquid();
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a->initWithDuration(_duration, _gridSize, _waves, _amplitude);
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a->autorelease();
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return a;
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}
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void Liquid::update(float time)
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{
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int i, j;
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for (i = 1; i < _gridSize.width; ++i)
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{
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for (j = 1; j < _gridSize.height; ++j)
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{
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Vec2 pos((float)i, (float)j);
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Vec3 v = getOriginalVertex(pos);
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v.x = (v.x + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
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v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.y * .01f) * _amplitude * _amplitudeRate));
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setVertex(pos, v);
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}
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}
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}
|
|
|
|
// implementation of Waves
|
|
|
|
Waves* Waves::create(float duration,
|
|
const Vec2& gridSize,
|
|
unsigned int waves,
|
|
float amplitude,
|
|
bool horizontal,
|
|
bool vertical)
|
|
{
|
|
Waves* action = new Waves();
|
|
|
|
if (action->initWithDuration(duration, gridSize, waves, amplitude, horizontal, vertical))
|
|
{
|
|
action->autorelease();
|
|
}
|
|
else
|
|
{
|
|
AX_SAFE_DELETE(action);
|
|
}
|
|
|
|
return action;
|
|
}
|
|
|
|
bool Waves::initWithDuration(float duration,
|
|
const Vec2& gridSize,
|
|
unsigned int waves,
|
|
float amplitude,
|
|
bool horizontal,
|
|
bool vertical)
|
|
{
|
|
if (Grid3DAction::initWithDuration(duration, gridSize))
|
|
{
|
|
_waves = waves;
|
|
_amplitude = amplitude;
|
|
_amplitudeRate = 1.0f;
|
|
_horizontal = horizontal;
|
|
_vertical = vertical;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
Waves* Waves::clone() const
|
|
{
|
|
// no copy constructor
|
|
auto a = new Waves();
|
|
a->initWithDuration(_duration, _gridSize, _waves, _amplitude, _horizontal, _vertical);
|
|
a->autorelease();
|
|
return a;
|
|
}
|
|
|
|
void Waves::update(float time)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = 0; i < _gridSize.width + 1; ++i)
|
|
{
|
|
for (j = 0; j < _gridSize.height + 1; ++j)
|
|
{
|
|
Vec2 pos((float)i, (float)j);
|
|
Vec3 v = getOriginalVertex(pos);
|
|
|
|
if (_vertical)
|
|
{
|
|
v.x = (v.x + (sinf(time * (float)M_PI * _waves * 2 + v.y * .01f) * _amplitude * _amplitudeRate));
|
|
}
|
|
|
|
if (_horizontal)
|
|
{
|
|
v.y = (v.y + (sinf(time * (float)M_PI * _waves * 2 + v.x * .01f) * _amplitude * _amplitudeRate));
|
|
}
|
|
|
|
setVertex(pos, v);
|
|
}
|
|
}
|
|
}
|
|
|
|
// implementation of Twirl
|
|
|
|
Twirl* Twirl::create(float duration, const Vec2& gridSize, const Vec2& position, unsigned int twirls, float amplitude)
|
|
{
|
|
Twirl* action = new Twirl();
|
|
|
|
if (action->initWithDuration(duration, gridSize, position, twirls, amplitude))
|
|
{
|
|
action->autorelease();
|
|
}
|
|
else
|
|
{
|
|
AX_SAFE_DELETE(action);
|
|
}
|
|
|
|
return action;
|
|
}
|
|
|
|
bool Twirl::initWithDuration(float duration,
|
|
const Vec2& gridSize,
|
|
const Vec2& position,
|
|
unsigned int twirls,
|
|
float amplitude)
|
|
{
|
|
if (Grid3DAction::initWithDuration(duration, gridSize))
|
|
{
|
|
setPosition(position);
|
|
_twirls = twirls;
|
|
_amplitude = amplitude;
|
|
_amplitudeRate = 1.0f;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void Twirl::setPosition(const Vec2& position)
|
|
{
|
|
_position = position;
|
|
}
|
|
|
|
Twirl* Twirl::clone() const
|
|
{
|
|
// no copy constructor
|
|
auto a = new Twirl();
|
|
a->initWithDuration(_duration, _gridSize, _position, _twirls, _amplitude);
|
|
a->autorelease();
|
|
return a;
|
|
}
|
|
|
|
void Twirl::update(float time)
|
|
{
|
|
int i, j;
|
|
Vec2 c = _position;
|
|
|
|
for (i = 0; i < (_gridSize.width + 1); ++i)
|
|
{
|
|
for (j = 0; j < (_gridSize.height + 1); ++j)
|
|
{
|
|
Vec2 pos((float)i, (float)j);
|
|
Vec3 v = getOriginalVertex(pos);
|
|
|
|
Vec2 avg(i - (_gridSize.width / 2.0f), j - (_gridSize.height / 2.0f));
|
|
float r = avg.getLength();
|
|
|
|
float amp = 0.1f * _amplitude * _amplitudeRate;
|
|
float a = r * cosf((float)M_PI / 2.0f + time * (float)M_PI * _twirls * 2) * amp;
|
|
|
|
Vec2 d(sinf(a) * (v.y - c.y) + cosf(a) * (v.x - c.x), cosf(a) * (v.y - c.y) - sinf(a) * (v.x - c.x));
|
|
|
|
v.x = c.x + d.x;
|
|
v.y = c.y + d.y;
|
|
|
|
setVertex(pos, v);
|
|
}
|
|
}
|
|
}
|
|
|
|
NS_AX_END
|