/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (c) 2008-2010 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
*
* 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.
*
*/
#import "CCActionCamera.h"
#import "CCNode.h"
#import "CCCamera.h"
#import "ccMacros.h"
//
// CameraAction
//
@implementation CCActionCamera
-(void) startWithTarget:(id)aTarget
{
[super startWithTarget:aTarget];
CCCamera *camera = [target_ camera];
[camera centerX:¢erXOrig_ centerY:¢erYOrig_ centerZ:¢erZOrig_];
[camera eyeX:&eyeXOrig_ eyeY:&eyeYOrig_ eyeZ:&eyeZOrig_];
[camera upX:&upXOrig_ upY:&upYOrig_ upZ: &upZOrig_];
}
-(id) reverse
{
return [CCReverseTime actionWithAction:self];
}
@end
@implementation CCOrbitCamera
+(id) actionWithDuration:(float)t radius:(float)r deltaRadius:(float) dr angleZ:(float)z deltaAngleZ:(float)dz angleX:(float)x deltaAngleX:(float)dx
{
return [[[self alloc] initWithDuration:t radius:r deltaRadius:dr angleZ:z deltaAngleZ:dz angleX:x deltaAngleX:dx] autorelease];
}
-(id) copyWithZone: (NSZone*) zone
{
return [[[self class] allocWithZone: zone] initWithDuration:duration_ radius:radius_ deltaRadius:deltaRadius_ angleZ:angleZ_ deltaAngleZ:deltaAngleZ_ angleX:angleX_ deltaAngleX:deltaAngleX_];
}
-(id) initWithDuration:(float)t radius:(float)r deltaRadius:(float) dr angleZ:(float)z deltaAngleZ:(float)dz angleX:(float)x deltaAngleX:(float)dx
{
if((self=[super initWithDuration:t]) ) {
radius_ = r;
deltaRadius_ = dr;
angleZ_ = z;
deltaAngleZ_ = dz;
angleX_ = x;
deltaAngleX_ = dx;
radDeltaZ_ = (CGFloat)CC_DEGREES_TO_RADIANS(dz);
radDeltaX_ = (CGFloat)CC_DEGREES_TO_RADIANS(dx);
}
return self;
}
-(void) startWithTarget:(id)aTarget
{
[super startWithTarget:aTarget];
float r, zenith, azimuth;
[self sphericalRadius: &r zenith:&zenith azimuth:&azimuth];
#if 0 // isnan() is not supported on the simulator, and isnan() always returns false.
if( isnan(radius_) )
radius_ = r;
if( isnan( angleZ_) )
angleZ_ = (CGFloat)CC_RADIANS_TO_DEGREES(zenith);
if( isnan( angleX_ ) )
angleX_ = (CGFloat)CC_RADIANS_TO_DEGREES(azimuth);
#endif
radZ_ = (CGFloat)CC_DEGREES_TO_RADIANS(angleZ_);
radX_ = (CGFloat)CC_DEGREES_TO_RADIANS(angleX_);
}
-(void) update: (ccTime) dt
{
float r = (radius_ + deltaRadius_ * dt) *[CCCamera getZEye];
float za = radZ_ + radDeltaZ_ * dt;
float xa = radX_ + radDeltaX_ * dt;
float i = sinf(za) * cosf(xa) * r + centerXOrig_;
float j = sinf(za) * sinf(xa) * r + centerYOrig_;
float k = cosf(za) * r + centerZOrig_;
[[target_ camera] setEyeX:i eyeY:j eyeZ:k];
}
-(void) sphericalRadius:(float*) newRadius zenith:(float*) zenith azimuth:(float*) azimuth
{
float ex, ey, ez, cx, cy, cz, x, y, z;
float r; // radius
float s;
CCCamera *camera = [target_ camera];
[camera eyeX:&ex eyeY:&ey eyeZ:&ez];
[camera centerX:&cx centerY:&cy centerZ:&cz];
x = ex-cx;
y = ey-cy;
z = ez-cz;
r = sqrtf( x*x + y*y + z*z);
s = sqrtf( x*x + y*y);
if(s==0.0f)
s = FLT_EPSILON;
if(r==0.0f)
r = FLT_EPSILON;
*zenith = acosf( z/r);
if( x < 0 )
*azimuth = (float)M_PI - asinf(y/s);
else
*azimuth = asinf(y/s);
*newRadius = r / [CCCamera getZEye];
}
@end