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CCBlade.m
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/*
* cocos2d+ext for iPhone
*
* Copyright (c) 2011 - Ngo Duc Hiep
*
* 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 "CCBlade.h"
inline float fangle(CGPoint vect){
if (vect.x == 0.0 && vect.y == 0.0) {
return 0;
}
if (vect.x == 0.0) {
return vect.y > 0 ? M_PI/2 : -M_PI/2;
}
if (vect.y == 0.0 && vect.x < 0) {
return -M_PI;
}
float angle = atan(vect.y / vect.x);
return vect.x < 0 ? angle + M_PI : angle;
}
inline void f1(CGPoint p1, CGPoint p2, float d, CGPoint *o1, CGPoint *o2){
float l = ccpDistance(p1, p2);
float angle = fangle(ccpSub(p2, p1));
*o1 = ccpRotateByAngle(ccp(p1.x + l,p1.y + d), p1, angle);
*o2 = ccpRotateByAngle(ccp(p1.x + l,p1.y - d), p1, angle);
}
inline float lagrange1(CGPoint p1, CGPoint p2, float x){
return (x-p1.x)/(p2.x - p1.x)*p2.y + (x-p2.x)/(p1.x - p2.x)*p1.y ;
}
inline void CGPointSet(CGPoint *v, float x, float y){
v->x = x;
v->y = y;
}
@implementation CCBlade
+ (id) bladeWithMaximumPoint:(int) limit{
return [[self alloc] initWithMaximumPoint:limit];
}
#define POP_TIME_INTERVAL 1./60.
- (id) initWithMaximumPoint:(int) limit{
self = [super init];
_pointLimit = limit;
_width = 5;
vertices = (CGPoint *)calloc(2*limit+5, sizeof(vertices[0]));
coordinates = (CGPoint *)calloc(2*limit+5, sizeof(coordinates[0]));
CGPointSet(coordinates+0, 0.00, 0.5);
reset = NO;
_path = [[NSMutableArray alloc] init];
#if USE_UPDATE_FOR_POP
popTimeInterval = POP_TIME_INTERVAL;
timeSinceLastPop = 0;
[self scheduleUpdateWithPriority:0];
#endif
self.shaderProgram = [[CCShaderCache sharedShaderCache] programForKey:kCCShader_PositionTexture];
return self;
}
- (void) dealloc{
free(vertices);
free(coordinates);
}
- (void) populateVertices{
vertices[0] = [[_path objectAtIndex:0] CGPointValue];
CGPoint pre = vertices[0];
unsigned int i = 0;
CGPoint it = [[_path objectAtIndex:1] CGPointValue];
float dd = _width / [_path count];
while (i < [_path count] - 2){
f1(pre, it, _width - i * dd , vertices+2*i+1, vertices+2*i+2);
CGPointSet(coordinates+2*i+1, .5, 1.0);
CGPointSet(coordinates+2*i+2, .5, 0.0);
i++;
pre = it;
it = [[_path objectAtIndex:i+1] CGPointValue];
}
CGPointSet(coordinates+1, 0.25, 1.0);
CGPointSet(coordinates+2, 0.25, 0.0);
vertices[2*[_path count]-3] = it;
CGPointSet(coordinates+2*[_path count]-3, 0.75, 0.5);
}
- (void) shift{
int index = 2 * _pointLimit - 1;
for (int i = index; i > 3; i -= 2) {
vertices[i] = vertices[i-2];
vertices[i-1] = vertices[i-3];
}
}
- (void) set_width:(float)newWidth{
_width = newWidth ;//* CC_CONTENT_SCALE_FACTOR();
}
#define DISTANCE_TO_INTERPOLATE 10
- (void) push:(CGPoint) v{
_willPop = NO;
if (reset) {
return;
}
#if USE_LAGRANGE
if ([_path count] == 0) {
[_path insertObject:[NSValue valueWithCGPoint:v] atIndex:0];
return;
}
CGPoint first = [[_path objectAtIndex:0] CGPointValue];
if (ccpDistance(v, first) < DISTANCE_TO_INTERPOLATE) {
[_path insertObject:[NSValue valueWithCGPoint:v] atIndex:0];
if ([_path count] > _pointLimit) {
[_path removeLastObject];
}
}else{
int num = ccpDistance(v, first) / DISTANCE_TO_INTERPOLATE;
CGPoint iv = ccpMult(ccpSub(v, first), (float)1./(num + 1));
for (int i = 1; i <= num + 1; i++) {
[_path insertObject:[NSValue valueWithCGPoint:ccpAdd(first, ccpMult(iv, i))] atIndex:0];
}
while ([_path count] > _pointLimit) {
[_path removeLastObject];
}
}
#else // !USE_LAGRANGE
_path.push_front(v);
if (_path.size() > pointLimit) {
_path.pop_back();
}
#endif // !USE_LAGRANGE
[self populateVertices];
}
- (void) pop:(int) n{
while ([_path count] > 0 && n > 0) {
[_path removeLastObject];
n--;
}
if ([_path count] > 2) {
[self populateVertices];
}
}
- (void) clear{
[_path removeAllObjects];
reset = NO;
if (_finish)
[self removeFromParentAndCleanup:YES];
}
- (void) reset{
reset = TRUE;
}
- (void) dim:(BOOL) dim{
reset = dim;
}
- (void) update:(ccTime)dt {
timeSinceLastPop += dt;
float precision = 1./60.;
float roundedTimeSinceLastPop = precision * roundf(timeSinceLastPop/precision); // helps because fps flucuate around 1./60.
int numberOfPops = (int) (roundedTimeSinceLastPop/popTimeInterval) ;
timeSinceLastPop = timeSinceLastPop - numberOfPops * popTimeInterval;
for (int pop = 0; pop < numberOfPops; pop++) {
if ((reset && [_path count] > 0) || (self.autoDim && _willPop)) {
[self pop:1];
if ([_path count] < 3) {
[self clear];
if (_finish) {
return; // if we continue self will have been deallocated
}
}
}
}
}
- (void) draw{
#if !USE_UPDATE_FOR_POP
if ((reset && [_path count] > 0) || (self.autoDim && _willPop)) {
[self pop:1];
if ([_path count] < 3) {
[self clear];
if (_finish) {
return; // if we continue self will have been deallocated
}
}
}
#endif
if(_path == nil)
return;
if ([_path count] < 3) {
return;
}
_willPop = YES;
CC_NODE_DRAW_SETUP();
ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);
ccGLBindTexture2D( [_texture name] );
ccGLBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, coordinates);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 2*[_path count]-2);
CC_INCREMENT_GL_DRAWS(1);
}
- (void) finish
{
_finish = YES;
}
@end