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447 lines
13 KiB
JavaScript
447 lines
13 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2008 Radu Gruian
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Vit Valentin
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Copyright (c) 2011-2012 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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http://www.cocos2d-x.org
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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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Orignal code by Radu Gruian: http://www.codeproject.com/Articles/30838/Overhauser-Catmull-Rom-Splines-for-Camera-Animatio.So
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Adapted to cocos2d-x by Vit Valentin
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Adapted from cocos2d-x to cocos2d-iphone by Ricardo Quesada
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****************************************************************************/
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/**
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* @module cc
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*/
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/*
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* Returns the Cardinal Spline position for a given set of control points, tension and time. <br />
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* CatmullRom Spline formula. <br />
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* s(-ttt + 2tt - t)P1 + s(-ttt + tt)P2 + (2ttt - 3tt + 1)P2 + s(ttt - 2tt + t)P3 + (-2ttt + 3tt)P3 + s(ttt - tt)P4
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*
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* @method cardinalSplineAt
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* @param {Vec2} p0
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* @param {Vec2} p1
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* @param {Vec2} p2
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* @param {Vec2} p3
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* @param {Number} tension
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* @param {Number} t
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* @return {Vec2}
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*/
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function cardinalSplineAt (p0, p1, p2, p3, tension, t) {
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var t2 = t * t;
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var t3 = t2 * t;
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/*
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* Formula: s(-ttt + 2tt - t)P1 + s(-ttt + tt)P2 + (2ttt - 3tt + 1)P2 + s(ttt - 2tt + t)P3 + (-2ttt + 3tt)P3 + s(ttt - tt)P4
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*/
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var s = (1 - tension) / 2;
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var b1 = s * ((-t3 + (2 * t2)) - t); // s(-t3 + 2 t2 - t)P1
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var b2 = s * (-t3 + t2) + (2 * t3 - 3 * t2 + 1); // s(-t3 + t2)P2 + (2 t3 - 3 t2 + 1)P2
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var b3 = s * (t3 - 2 * t2 + t) + (-2 * t3 + 3 * t2); // s(t3 - 2 t2 + t)P3 + (-2 t3 + 3 t2)P3
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var b4 = s * (t3 - t2); // s(t3 - t2)P4
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var x = (p0.x * b1 + p1.x * b2 + p2.x * b3 + p3.x * b4);
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var y = (p0.y * b1 + p1.y * b2 + p2.y * b3 + p3.y * b4);
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return cc.v2(x, y);
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};
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/*
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* returns a point from the array
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* @method getControlPointAt
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* @param {Array} controlPoints
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* @param {Number} pos
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* @return {Array}
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*/
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function getControlPointAt (controlPoints, pos) {
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var p = Math.min(controlPoints.length - 1, Math.max(pos, 0));
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return controlPoints[p];
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};
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function reverseControlPoints (controlPoints) {
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var newArray = [];
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for (var i = controlPoints.length - 1; i >= 0; i--) {
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newArray.push(cc.v2(controlPoints[i].x, controlPoints[i].y));
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}
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return newArray;
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}
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function cloneControlPoints (controlPoints) {
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var newArray = [];
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for (var i = 0; i < controlPoints.length; i++)
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newArray.push(cc.v2(controlPoints[i].x, controlPoints[i].y));
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return newArray;
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}
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/*
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* Cardinal Spline path. http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Cardinal_spline
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* Absolute coordinates.
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*
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* @class CardinalSplineTo
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* @extends ActionInterval
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*
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* @param {Number} duration
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* @param {Array} points array of control points
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* @param {Number} tension
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*
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* @example
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* //create a cc.CardinalSplineTo
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* var action1 = cc.cardinalSplineTo(3, array, 0);
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*/
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cc.CardinalSplineTo = cc.Class({
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name: 'cc.CardinalSplineTo',
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extends: cc.ActionInterval,
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ctor: function (duration, points, tension) {
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/* Array of control points */
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this._points = [];
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this._deltaT = 0;
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this._tension = 0;
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this._previousPosition = null;
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this._accumulatedDiff = null;
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tension !== undefined && cc.CardinalSplineTo.prototype.initWithDuration.call(this, duration, points, tension);
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},
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initWithDuration:function (duration, points, tension) {
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if (!points || points.length === 0) {
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cc.errorID(1024);
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return false;
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}
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if (cc.ActionInterval.prototype.initWithDuration.call(this, duration)) {
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this.setPoints(points);
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this._tension = tension;
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return true;
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}
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return false;
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},
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clone:function () {
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var action = new cc.CardinalSplineTo();
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action.initWithDuration(this._duration, cloneControlPoints(this._points), this._tension);
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return action;
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},
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startWithTarget:function (target) {
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cc.ActionInterval.prototype.startWithTarget.call(this, target);
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// Issue #1441 from cocos2d-iphone
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this._deltaT = 1 / (this._points.length - 1);
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this._previousPosition = cc.v2(this.target.x, this.target.y);
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this._accumulatedDiff = cc.v2(0, 0);
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},
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update:function (dt) {
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dt = this._computeEaseTime(dt);
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var p, lt;
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var ps = this._points;
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// eg.
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// p..p..p..p..p..p..p
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// 1..2..3..4..5..6..7
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// want p to be 1, 2, 3, 4, 5, 6
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if (dt === 1) {
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p = ps.length - 1;
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lt = 1;
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} else {
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var locDT = this._deltaT;
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p = 0 | (dt / locDT);
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lt = (dt - locDT * p) / locDT;
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}
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var newPos = cardinalSplineAt(
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getControlPointAt(ps, p - 1),
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getControlPointAt(ps, p - 0),
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getControlPointAt(ps, p + 1),
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getControlPointAt(ps, p + 2),
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this._tension, lt);
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if (cc.macro.ENABLE_STACKABLE_ACTIONS) {
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var tempX, tempY;
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tempX = this.target.x - this._previousPosition.x;
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tempY = this.target.y - this._previousPosition.y;
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if (tempX !== 0 || tempY !== 0) {
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var locAccDiff = this._accumulatedDiff;
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tempX = locAccDiff.x + tempX;
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tempY = locAccDiff.y + tempY;
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locAccDiff.x = tempX;
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locAccDiff.y = tempY;
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newPos.x += tempX;
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newPos.y += tempY;
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}
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}
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this.updatePosition(newPos);
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},
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reverse:function () {
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var reversePoints = reverseControlPoints(this._points);
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return cc.cardinalSplineTo(this._duration, reversePoints, this._tension);
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},
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/*
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* update position of target
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* @method updatePosition
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* @param {Vec2} newPos
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*/
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updatePosition:function (newPos) {
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this.target.setPosition(newPos);
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this._previousPosition = newPos;
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},
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/*
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* Points getter
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* @method getPoints
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* @return {Array}
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*/
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getPoints:function () {
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return this._points;
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},
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/**
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* Points setter
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* @method setPoints
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* @param {Array} points
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*/
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setPoints:function (points) {
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this._points = points;
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}
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});
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/**
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* !#en Creates an action with a Cardinal Spline array of points and tension.
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* !#zh 按基数样条曲线轨迹移动到目标位置。
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* @method cardinalSplineTo
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* @param {Number} duration
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* @param {Array} points array of control points
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* @param {Number} tension
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* @return {ActionInterval}
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*
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* @example
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* //create a cc.CardinalSplineTo
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* var action1 = cc.cardinalSplineTo(3, array, 0);
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*/
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cc.cardinalSplineTo = function (duration, points, tension) {
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return new cc.CardinalSplineTo(duration, points, tension);
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};
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/*
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* Cardinal Spline path. http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Cardinal_spline
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* Relative coordinates.
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*
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* @class CardinalSplineBy
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* @extends CardinalSplineTo
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*
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* @param {Number} duration
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* @param {Array} points
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* @param {Number} tension
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*
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* @example
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* //create a cc.CardinalSplineBy
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* var action1 = cc.cardinalSplineBy(3, array, 0);
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*/
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cc.CardinalSplineBy = cc.Class({
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name: 'cc.CardinalSplineBy',
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extends: cc.CardinalSplineTo,
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ctor:function (duration, points, tension) {
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this._startPosition = cc.v2(0, 0);
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tension !== undefined && this.initWithDuration(duration, points, tension);
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},
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startWithTarget:function (target) {
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cc.CardinalSplineTo.prototype.startWithTarget.call(this, target);
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this._startPosition.x = target.x;
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this._startPosition.y = target.y;
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},
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reverse:function () {
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var copyConfig = this._points.slice();
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var current;
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//
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// convert "absolutes" to "diffs"
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//
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var p = copyConfig[0];
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for (var i = 1; i < copyConfig.length; ++i) {
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current = copyConfig[i];
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copyConfig[i] = current.sub(p);
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p = current;
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}
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// convert to "diffs" to "reverse absolute"
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var reverseArray = reverseControlPoints(copyConfig);
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// 1st element (which should be 0,0) should be here too
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p = reverseArray[ reverseArray.length - 1 ];
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reverseArray.pop();
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p.x = -p.x;
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p.y = -p.y;
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reverseArray.unshift(p);
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for (var i = 1; i < reverseArray.length; ++i) {
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current = reverseArray[i];
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current.x = -current.x;
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current.y = -current.y;
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current.x += p.x;
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current.y += p.y;
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reverseArray[i] = current;
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p = current;
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}
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return cc.cardinalSplineBy(this._duration, reverseArray, this._tension);
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},
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/**
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* update position of target
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* @method updatePosition
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* @param {Vec2} newPos
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*/
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updatePosition:function (newPos) {
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var pos = this._startPosition;
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var posX = newPos.x + pos.x;
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var posY = newPos.y + pos.y;
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this._previousPosition.x = posX;
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this._previousPosition.y = posY;
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this.target.setPosition(posX, posY);
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},
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clone:function () {
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var a = new cc.CardinalSplineBy();
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a.initWithDuration(this._duration, cloneControlPoints(this._points), this._tension);
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return a;
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}
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});
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/**
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* !#en Creates an action with a Cardinal Spline array of points and tension.
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* !#zh 按基数样条曲线轨迹移动指定的距离。
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* @method cardinalSplineBy
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* @param {Number} duration
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* @param {Array} points
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* @param {Number} tension
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*
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* @return {ActionInterval}
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*/
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cc.cardinalSplineBy = function (duration, points, tension) {
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return new cc.CardinalSplineBy(duration, points, tension);
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};
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/*
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* An action that moves the target with a CatmullRom curve to a destination point.<br/>
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* A Catmull Rom is a Cardinal Spline with a tension of 0.5. <br/>
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* http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Catmull.E2.80.93Rom_spline
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* Absolute coordinates.
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*
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* @class CatmullRomTo
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* @extends CardinalSplineTo
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*
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* @param {Number} dt
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* @param {Array} points
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*
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* @example
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* var action1 = cc.catmullRomTo(3, array);
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*/
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cc.CatmullRomTo = cc.Class({
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name: 'cc.CatmullRomTo',
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extends: cc.CardinalSplineTo,
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ctor: function(dt, points) {
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points && this.initWithDuration(dt, points);
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},
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initWithDuration:function (dt, points) {
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return cc.CardinalSplineTo.prototype.initWithDuration.call(this, dt, points, 0.5);
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},
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clone:function () {
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var action = new cc.CatmullRomTo();
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action.initWithDuration(this._duration, cloneControlPoints(this._points));
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return action;
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}
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});
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/**
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* !#en Creates an action with a Cardinal Spline array of points and tension.
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* !#zh 按 Catmull Rom 样条曲线轨迹移动到目标位置。
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* @method catmullRomTo
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* @param {Number} dt
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* @param {Array} points
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* @return {ActionInterval}
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*
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* @example
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* var action1 = cc.catmullRomTo(3, array);
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*/
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cc.catmullRomTo = function (dt, points) {
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return new cc.CatmullRomTo(dt, points);
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};
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/*
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* An action that moves the target with a CatmullRom curve by a certain distance. <br/>
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* A Catmull Rom is a Cardinal Spline with a tension of 0.5.<br/>
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* http://en.wikipedia.org/wiki/Cubic_Hermite_spline#Catmull.E2.80.93Rom_spline
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* Relative coordinates.
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*
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* @class CatmullRomBy
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* @extends CardinalSplineBy
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*
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* @param {Number} dt
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* @param {Array} points
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*
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* @example
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* var action1 = cc.catmullRomBy(3, array);
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*/
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cc.CatmullRomBy = cc.Class({
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name: 'cc.CatmullRomBy',
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extends: cc.CardinalSplineBy,
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ctor: function(dt, points) {
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points && this.initWithDuration(dt, points);
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},
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initWithDuration:function (dt, points) {
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return cc.CardinalSplineTo.prototype.initWithDuration.call(this, dt, points, 0.5);
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},
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clone:function () {
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var action = new cc.CatmullRomBy();
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action.initWithDuration(this._duration, cloneControlPoints(this._points));
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return action;
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}
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});
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/**
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* !#en Creates an action with a Cardinal Spline array of points and tension.
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* !#zh 按 Catmull Rom 样条曲线轨迹移动指定的距离。
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* @method catmullRomBy
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* @param {Number} dt
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* @param {Array} points
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* @return {ActionInterval}
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* @example
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* var action1 = cc.catmullRomBy(3, array);
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*/
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cc.catmullRomBy = function (dt, points) {
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return new cc.CatmullRomBy(dt, points);
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};
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