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/*
* cocos2d for iPhone: http://www.cocos2d-iphone.org
*
* Copyright (c) 2009 Sindesso Pty Ltd http://www.sindesso.com/
*
* 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 "CCActionPageTurn3D.h"
@implementation CCPageTurn3D
/*
* Update each tick
* Time is the percentage of the way through the duration
*/
-(void)update:(ccTime)time
{
float tt = MAX( 0, time - 0.25f );
float deltaAy = ( tt * tt * 500);
float ay = -100 - deltaAy;
float deltaTheta = - (float) M_PI_2 * sqrtf( time) ;
float theta = /*0.01f*/ + (float) M_PI_2 +deltaTheta;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
for( int i = 0; i <=gridSize_.x; i++ )
{
for( int j = 0; j <= gridSize_.y; j++ )
{
// Get original vertex
ccVertex3F p = [self originalVertex:ccg(i,j)];
float R = sqrtf(p.x*p.x + (p.y - ay) * (p.y - ay));
float r = R * sinTheta;
float alpha = asinf( p.x / R );
float beta = alpha / sinTheta;
float cosBeta = cosf( beta );
// If beta > PI then we've wrapped around the cone
// Reduce the radius to stop these points interfering with others
if( beta <= M_PI)
p.x = ( r * sinf(beta));
else
{
// Force X = 0 to stop wrapped
// points
p.x = 0;
}
p.y = ( R + ay - ( r*(1 - cosBeta)*sinTheta));
// We scale z here to avoid the animation being
// too much bigger than the screen due to perspectve transform
p.z = (r * ( 1 - cosBeta ) * cosTheta) / 7; // "100" didn't work for
// Stop z coord from dropping beneath underlying page in a transition
// issue #751
if( p.z<0.5f )
p.z = 0.5f;
// Set new coords
[self setVertex:ccg(i,j) vertex:p];
}
}
}
@end
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