/* * 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