/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (c) 2009 On-Core * * 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 "CCActionGrid3D.h" #import "ccMacros.h" #import "Support/CGPointExtension.h" #pragma mark - #pragma mark Waves3D @implementation CCWaves3D @synthesize amplitude; @synthesize amplitudeRate; +(id)actionWithWaves:(int)wav amplitude:(float)amp grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithWaves:wav amplitude:amp grid:gridSize duration:d] autorelease]; } -(id)initWithWaves:(int)wav amplitude:(float)amp grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { waves = wav; amplitude = amp; amplitudeRate = 1.0f; } return self; } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithWaves:waves amplitude:amplitude grid:gridSize_ duration:duration_]; return copy; } -(void)update:(ccTime)time { int i, j; for( i = 0; i < (gridSize_.x+1); i++ ) { for( j = 0; j < (gridSize_.y+1); j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; v.z += (sinf((CGFloat)M_PI*time*waves*2 + (v.y+v.x) * .01f) * amplitude * amplitudeRate); [self setVertex:ccg(i,j) vertex:v]; } } } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark FlipX3D @implementation CCFlipX3D +(id) actionWithDuration:(ccTime)d { return [[[self alloc] initWithSize:ccg(1,1) duration:d] autorelease]; } -(id) initWithDuration:(ccTime)d { return [super initWithSize:ccg(1,1) duration:d]; } -(id)initWithSize:(ccGridSize)gSize duration:(ccTime)d { if ( gSize.x != 1 || gSize.y != 1 ) { [NSException raise:@"FlipX3D" format:@"Grid size must be (1,1)"]; } return [super initWithSize:gSize duration:d]; } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithSize:gridSize_ duration:duration_]; return copy; } -(void)update:(ccTime)time { CGFloat angle = (CGFloat)M_PI * time; // 180 degrees CGFloat mz = sinf( angle ); angle = angle / 2.0f; // x calculates degrees from 0 to 90 CGFloat mx = cosf( angle ); ccVertex3F v0, v1, v, diff; v0 = [self originalVertex:ccg(1,1)]; v1 = [self originalVertex:ccg(0,0)]; CGFloat x0 = v0.x; CGFloat x1 = v1.x; CGFloat x; ccGridSize a, b, c, d; if ( x0 > x1 ) { // Normal Grid a = ccg(0,0); b = ccg(0,1); c = ccg(1,0); d = ccg(1,1); x = x0; } else { // Reversed Grid c = ccg(0,0); d = ccg(0,1); a = ccg(1,0); b = ccg(1,1); x = x1; } diff.x = ( x - x * mx ); diff.z = fabsf( floorf( (x * mz) / 4.0f ) ); // bottom-left v = [self originalVertex:a]; v.x = diff.x; v.z += diff.z; [self setVertex:a vertex:v]; // upper-left v = [self originalVertex:b]; v.x = diff.x; v.z += diff.z; [self setVertex:b vertex:v]; // bottom-right v = [self originalVertex:c]; v.x -= diff.x; v.z -= diff.z; [self setVertex:c vertex:v]; // upper-right v = [self originalVertex:d]; v.x -= diff.x; v.z -= diff.z; [self setVertex:d vertex:v]; } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark FlipY3D @implementation CCFlipY3D -(void)update:(ccTime)time { CGFloat angle = (CGFloat)M_PI * time; // 180 degrees CGFloat mz = sinf( angle ); angle = angle / 2.0f; // x calculates degrees from 0 to 90 CGFloat my = cosf( angle ); ccVertex3F v0, v1, v, diff; v0 = [self originalVertex:ccg(1,1)]; v1 = [self originalVertex:ccg(0,0)]; CGFloat y0 = v0.y; CGFloat y1 = v1.y; CGFloat y; ccGridSize a, b, c, d; if ( y0 > y1 ) { // Normal Grid a = ccg(0,0); b = ccg(0,1); c = ccg(1,0); d = ccg(1,1); y = y0; } else { // Reversed Grid b = ccg(0,0); a = ccg(0,1); d = ccg(1,0); c = ccg(1,1); y = y1; } diff.y = y - y * my; diff.z = fabsf( floorf( (y * mz) / 4.0f ) ); // bottom-left v = [self originalVertex:a]; v.y = diff.y; v.z += diff.z; [self setVertex:a vertex:v]; // upper-left v = [self originalVertex:b]; v.y -= diff.y; v.z -= diff.z; [self setVertex:b vertex:v]; // bottom-right v = [self originalVertex:c]; v.y = diff.y; v.z += diff.z; [self setVertex:c vertex:v]; // upper-right v = [self originalVertex:d]; v.y -= diff.y; v.z -= diff.z; [self setVertex:d vertex:v]; } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark Lens3D @implementation CCLens3D @synthesize lensEffect=lensEffect_; +(id)actionWithPosition:(CGPoint)pos radius:(float)r grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithPosition:pos radius:r grid:gridSize duration:d] autorelease]; } -(id)initWithPosition:(CGPoint)pos radius:(float)r grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { position_ = ccp(-1,-1); self.position = pos; radius_ = r; lensEffect_ = 0.7f; dirty_ = YES; } return self; } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithPosition:position_ radius:radius_ grid:gridSize_ duration:duration_]; return copy; } -(void) setPosition:(CGPoint)pos { if( ! CGPointEqualToPoint(pos, position_) ) { position_ = pos; positionInPixels_.x = pos.x * CC_CONTENT_SCALE_FACTOR(); positionInPixels_.y = pos.y * CC_CONTENT_SCALE_FACTOR(); dirty_ = YES; } } -(CGPoint) position { return position_; } -(void)update:(ccTime)time { if ( dirty_ ) { int i, j; for( i = 0; i < gridSize_.x+1; i++ ) { for( j = 0; j < gridSize_.y+1; j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; CGPoint vect = ccpSub(positionInPixels_, ccp(v.x,v.y)); CGFloat r = ccpLength(vect); if ( r < radius_ ) { r = radius_ - r; CGFloat pre_log = r / radius_; if ( pre_log == 0 ) pre_log = 0.001f; float l = logf(pre_log) * lensEffect_; float new_r = expf( l ) * radius_; if ( ccpLength(vect) > 0 ) { vect = ccpNormalize(vect); CGPoint new_vect = ccpMult(vect, new_r); v.z += ccpLength(new_vect) * lensEffect_; } } [self setVertex:ccg(i,j) vertex:v]; } } dirty_ = NO; } } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark Ripple3D @implementation CCRipple3D @synthesize amplitude = amplitude_; @synthesize amplitudeRate = amplitudeRate_; +(id)actionWithPosition:(CGPoint)pos radius:(float)r waves:(int)wav amplitude:(float)amp grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithPosition:pos radius:r waves:wav amplitude:amp grid:gridSize duration:d] autorelease]; } -(id)initWithPosition:(CGPoint)pos radius:(float)r waves:(int)wav amplitude:(float)amp grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { self.position = pos; radius_ = r; waves_ = wav; amplitude_ = amp; amplitudeRate_ = 1.0f; } return self; } -(CGPoint) position { return position_; } -(void) setPosition:(CGPoint)pos { position_ = pos; positionInPixels_.x = pos.x * CC_CONTENT_SCALE_FACTOR(); positionInPixels_.y = pos.y * CC_CONTENT_SCALE_FACTOR(); } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithPosition:position_ radius:radius_ waves:waves_ amplitude:amplitude_ grid:gridSize_ duration:duration_]; return copy; } -(void)update:(ccTime)time { int i, j; for( i = 0; i < (gridSize_.x+1); i++ ) { for( j = 0; j < (gridSize_.y+1); j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; CGPoint vect = ccpSub(positionInPixels_, ccp(v.x,v.y)); CGFloat r = ccpLength(vect); if ( r < radius_ ) { r = radius_ - r; CGFloat rate = powf( r / radius_, 2); v.z += (sinf( time*(CGFloat)M_PI*waves_*2 + r * 0.1f) * amplitude_ * amplitudeRate_ * rate ); } [self setVertex:ccg(i,j) vertex:v]; } } } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark Shaky3D @implementation CCShaky3D +(id)actionWithRange:(int)range shakeZ:(BOOL)sz grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithRange:range shakeZ:sz grid:gridSize duration:d] autorelease]; } -(id)initWithRange:(int)range shakeZ:(BOOL)sz grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { randrange = range; shakeZ = sz; } return self; } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithRange:randrange shakeZ:shakeZ grid:gridSize_ duration:duration_]; return copy; } -(void)update:(ccTime)time { int i, j; for( i = 0; i < (gridSize_.x+1); i++ ) { for( j = 0; j < (gridSize_.y+1); j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; v.x += ( rand() % (randrange*2) ) - randrange; v.y += ( rand() % (randrange*2) ) - randrange; if( shakeZ ) v.z += ( rand() % (randrange*2) ) - randrange; [self setVertex:ccg(i,j) vertex:v]; } } } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark Liquid @implementation CCLiquid @synthesize amplitude; @synthesize amplitudeRate; +(id)actionWithWaves:(int)wav amplitude:(float)amp grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithWaves:wav amplitude:amp grid:gridSize duration:d] autorelease]; } -(id)initWithWaves:(int)wav amplitude:(float)amp grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { waves = wav; amplitude = amp; amplitudeRate = 1.0f; } return self; } -(void)update:(ccTime)time { int i, j; for( i = 1; i < gridSize_.x; i++ ) { for( j = 1; j < gridSize_.y; j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; v.x = (v.x + (sinf(time*(CGFloat)M_PI*waves*2 + v.x * .01f) * amplitude * amplitudeRate)); v.y = (v.y + (sinf(time*(CGFloat)M_PI*waves*2 + v.y * .01f) * amplitude * amplitudeRate)); [self setVertex:ccg(i,j) vertex:v]; } } } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithWaves:waves amplitude:amplitude grid:gridSize_ duration:duration_]; return copy; } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark Waves @implementation CCWaves @synthesize amplitude; @synthesize amplitudeRate; +(id)actionWithWaves:(int)wav amplitude:(float)amp horizontal:(BOOL)h vertical:(BOOL)v grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithWaves:wav amplitude:amp horizontal:h vertical:v grid:gridSize duration:d] autorelease]; } -(id)initWithWaves:(int)wav amplitude:(float)amp horizontal:(BOOL)h vertical:(BOOL)v grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { waves = wav; amplitude = amp; amplitudeRate = 1.0f; horizontal = h; vertical = v; } return self; } -(void)update:(ccTime)time { int i, j; for( i = 0; i < (gridSize_.x+1); i++ ) { for( j = 0; j < (gridSize_.y+1); j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; if ( vertical ) v.x = (v.x + (sinf(time*(CGFloat)M_PI*waves*2 + v.y * .01f) * amplitude * amplitudeRate)); if ( horizontal ) v.y = (v.y + (sinf(time*(CGFloat)M_PI*waves*2 + v.x * .01f) * amplitude * amplitudeRate)); [self setVertex:ccg(i,j) vertex:v]; } } } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithWaves:waves amplitude:amplitude horizontal:horizontal vertical:vertical grid:gridSize_ duration:duration_]; return copy; } @end //////////////////////////////////////////////////////////// #pragma mark - #pragma mark Twirl @implementation CCTwirl @synthesize amplitude = amplitude_; @synthesize amplitudeRate = amplitudeRate_; +(id)actionWithPosition:(CGPoint)pos twirls:(int)t amplitude:(float)amp grid:(ccGridSize)gridSize duration:(ccTime)d { return [[[self alloc] initWithPosition:pos twirls:t amplitude:amp grid:gridSize duration:d] autorelease]; } -(id)initWithPosition:(CGPoint)pos twirls:(int)t amplitude:(float)amp grid:(ccGridSize)gSize duration:(ccTime)d { if ( (self = [super initWithSize:gSize duration:d]) ) { self.position = pos; twirls_ = t; amplitude_ = amp; amplitudeRate_ = 1.0f; } return self; } -(void) setPosition:(CGPoint)pos { position_ = pos; positionInPixels_.x = pos.x * CC_CONTENT_SCALE_FACTOR(); positionInPixels_.y = pos.y * CC_CONTENT_SCALE_FACTOR(); } -(CGPoint) position { return position_; } -(void)update:(ccTime)time { int i, j; CGPoint c = positionInPixels_; for( i = 0; i < (gridSize_.x+1); i++ ) { for( j = 0; j < (gridSize_.y+1); j++ ) { ccVertex3F v = [self originalVertex:ccg(i,j)]; CGPoint avg = ccp(i-(gridSize_.x/2.0f), j-(gridSize_.y/2.0f)); CGFloat r = ccpLength( avg ); CGFloat amp = 0.1f * amplitude_ * amplitudeRate_; CGFloat a = r * cosf( (CGFloat)M_PI/2.0f + time * (CGFloat)M_PI * twirls_ * 2 ) * amp; float cosA = cosf(a); float sinA = sinf(a); CGPoint d = { sinA * (v.y-c.y) + cosA * (v.x-c.x), cosA * (v.y-c.y) - sinA * (v.x-c.x) }; v.x = c.x + d.x; v.y = c.y + d.y; [self setVertex:ccg(i,j) vertex:v]; } } } -(id) copyWithZone: (NSZone*) zone { CCGridAction *copy = [[[self class] allocWithZone:zone] initWithPosition:position_ twirls:twirls_ amplitude:amplitude_ grid:gridSize_ duration:duration_]; return copy; } @end