Esempio n. 1
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        public override void Update(float time)
        {
            int i, j;

            for (i = 0; i < m_sGridSize.X + 1; ++i)
            {
                for (j = 0; j < m_sGridSize.Y + 1; ++j)
                {
                    CCVertex3F v = OriginalVertex(new CCGridSize(i, j));

                    if (m_bVertical)
                    {
                        v.X = (v.X +
                               ((float)Math.Sin(time * (float)Math.PI * m_nWaves * 2 + v.Y * .01f) * m_fAmplitude *
                                m_fAmplitudeRate));
                    }

                    if (m_bHorizontal)
                    {
                        v.Y = (v.Y +
                               ((float)Math.Sin(time * (float)Math.PI * m_nWaves * 2 + v.X * .01f) * m_fAmplitude *
                                m_fAmplitudeRate));
                    }

                    SetVertex(new CCGridSize(i, j), ref v);
                }
            }
        }
Esempio n. 2
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        public override void Update(float time)
        {
            int i, j;

            CCGridSize gs;

            for (i = 0; i < (m_sGridSize.X + 1); ++i)
            {
                for (j = 0; j < (m_sGridSize.Y + 1); ++j)
                {
                    gs.X = i;
                    gs.Y = j;

                    CCVertex3F v = OriginalVertex(gs);

                    float x = m_positionInPixels.X - v.X;
                    float y = m_positionInPixels.Y - v.Y;

                    var r = (float)Math.Sqrt((x * x + y * y));

                    if (r < m_fRadius)
                    {
                        r = m_fRadius - r;
                        float r1   = r / m_fRadius;
                        float rate = r1 * r1;
                        v.Z += ((float)Math.Sin(time * MathHelper.Pi * m_nWaves * 2 + r * 0.1f) * m_fAmplitude * m_fAmplitudeRate * rate);
                    }

                    SetVertex(gs, ref v);
                }
            }
        }
Esempio n. 3
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        public override void Update(float time)
        {
            int     i, j;
            CCPoint c = m_positionInPixels;

            for (i = 0; i < (m_sGridSize.X + 1); ++i)
            {
                for (j = 0; j < (m_sGridSize.Y + 1); ++j)
                {
                    CCVertex3F v = OriginalVertex(new CCGridSize(i, j));

                    var avg = new CCPoint(i - (m_sGridSize.X / 2.0f), j - (m_sGridSize.Y / 2.0f));
                    var r   = (float)Math.Sqrt((avg.X * avg.X + avg.Y * avg.Y));

                    float amp = 0.1f * m_fAmplitude * m_fAmplitudeRate;
                    float a   = r * (float)Math.Cos((float)Math.PI / 2.0f + time * (float)Math.PI * m_nTwirls * 2) * amp;

                    float dx = (float)Math.Sin(a) * (v.Y - c.Y) + (float)Math.Cos(a) * (v.X - c.X);
                    float dy = (float)Math.Cos(a) * (v.Y - c.Y) - (float)Math.Sin(a) * (v.X - c.X);

                    v.X = c.X + dx;
                    v.Y = c.Y + dy;

                    SetVertex(new CCGridSize(i, j), ref v);
                }
            }
        }
Esempio n. 4
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        public override void Update(float time)
        {
            float tt      = Math.Max(0, time - 0.25f);
            float deltaAy = (tt * tt * 500);
            float ay      = -100 - deltaAy;

            float deltaTheta = -MathHelper.PiOver2 * (float)Math.Sqrt(time);
            float theta      = /*0.01f */ +MathHelper.PiOver2 + deltaTheta;

            var sinTheta = (float)Math.Sin(theta);
            var cosTheta = (float)Math.Cos(theta);

            for (int i = 0; i <= m_sGridSize.X; ++i)
            {
                for (int j = 0; j <= m_sGridSize.Y; ++j)
                {
                    // Get original vertex
                    var        gs = new CCGridSize(i, j);
                    CCVertex3F p  = OriginalVertex(gs);

                    var   R       = (float)Math.Sqrt((p.X * p.X) + ((p.Y - ay) * (p.Y - ay)));
                    float r       = R * sinTheta;
                    var   alpha   = (float)Math.Asin(p.X / R);
                    float beta    = alpha / sinTheta;
                    var   cosBeta = (float)Math.Cos(beta);

                    // If beta > PI then we've wrapped around the cone
                    // Reduce the radius to stop these points interfering with others
                    if (beta <= MathHelper.Pi)
                    {
                        p.X = (r * (float)Math.Sin(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 perspective 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
                    SetVertex(gs, ref p);
                }
            }
        }
Esempio n. 5
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        public override void Update(float time)
        {
            int i, j;

            for (i = 0; i < m_sGridSize.X + 1; ++i)
            {
                for (j = 0; j < m_sGridSize.Y + 1; ++j)
                {
                    CCVertex3F v = OriginalVertex(new CCGridSize(i, j));
                    v.Z += ((float)Math.Sin((float)Math.PI * time * m_nWaves * 2 + (v.Y + v.X) * .01f) * m_fAmplitude * m_fAmplitudeRate);
                    SetVertex(new CCGridSize(i, j), ref v);
                }
            }
        }
Esempio n. 6
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        public override void Update(float time)
        {
            int i, j;

            for (i = 1; i < m_sGridSize.X; ++i)
            {
                for (j = 1; j < m_sGridSize.Y; ++j)
                {
                    CCVertex3F v = OriginalVertex(new CCGridSize(i, j));
                    v.X = (v.X + ((float)Math.Sin(time * (float)Math.PI * m_nWaves * 2 + v.X * .01f) * m_fAmplitude * m_fAmplitudeRate));
                    v.Y = (v.Y + ((float)Math.Sin(time * (float)Math.PI * m_nWaves * 2 + v.Y * .01f) * m_fAmplitude * m_fAmplitudeRate));
                    SetVertex(new CCGridSize(i, j), ref v);
                }
            }
        }
Esempio n. 7
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        protected CCVertex3F VertexFromAlphaPoint(CCPoint alpha)
        {
            var ret = new CCVertex3F(0.0f, 0.0f, 0.0f);

            if (m_pSprite == null)
            {
                return(ret);
            }

            CCV3F_C4B_T2F_Quad quad = m_pSprite.Quad;

            var min = new CCPoint(quad.BottomLeft.Vertices.X, quad.BottomLeft.Vertices.Y);
            var max = new CCPoint(quad.TopRight.Vertices.X, quad.TopRight.Vertices.Y);

            ret.X = min.X * (1f - alpha.X) + max.X * alpha.X;
            ret.Y = min.Y * (1f - alpha.Y) + max.Y * alpha.Y;

            return(ret);
        }
Esempio n. 8
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        public override void Update(float time)
        {
            if (m_bDirty)
            {
                int i, j;

                for (i = 0; i < m_sGridSize.X + 1; ++i)
                {
                    for (j = 0; j < m_sGridSize.Y + 1; ++j)
                    {
                        CCVertex3F v    = OriginalVertex(new CCGridSize(i, j));
                        var        vect = new CCPoint(m_positionInPixels.X - v.X, m_positionInPixels.Y - v.Y);
                        float      r    = vect.Length;

                        if (r < m_fRadius)
                        {
                            r = m_fRadius - r;
                            float pre_log = r / m_fRadius;
                            if (pre_log == 0)
                            {
                                pre_log = 0.001f;
                            }

                            float l     = (float)Math.Log(pre_log) * m_fLensEffect;
                            float new_r = (float)Math.Exp(l) * m_fRadius;

                            if (Math.Sqrt((vect.X * vect.X + vect.Y * vect.Y)) > 0)
                            {
                                vect = CCPoint.Normalize(vect);

                                CCPoint new_vect = vect * new_r;
                                v.Z += (m_bConcave ? -1.0f : 1.0f) * new_vect.Length * m_fLensEffect;
                            }
                        }

                        SetVertex(new CCGridSize(i, j), ref v);
                    }
                }

                m_bDirty = false;
            }
        }
Esempio n. 9
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        public override void Update(float time)
        {
            float angle = (float) Math.PI * time; // 180 degrees
            var mz = (float) Math.Sin(angle);
            angle = angle / 2.0f; // x calculates degrees from 0 to 90
            var my = (float) Math.Cos(angle);

            CCVertex3F v0, v1, v;
            var diff = new CCVertex3F();

            v0 = OriginalVertex(new CCGridSize(1, 1));
            v1 = OriginalVertex(new CCGridSize(0, 0));

            float y0 = v0.Y;
            float y1 = v1.Y;
            float y;
            CCGridSize a, b, c, d;

            if (y0 > y1)
            {
                // Normal Grid
                a = new CCGridSize(0, 0);
                b = new CCGridSize(0, 1);
                c = new CCGridSize(1, 0);
                d = new CCGridSize(1, 1);
                y = y0;
            }
            else
            {
                // Reversed Grid
                b = new CCGridSize(0, 0);
                a = new CCGridSize(0, 1);
                d = new CCGridSize(1, 0);
                c = new CCGridSize(1, 1);
                y = y1;
            }

            diff.Y = y - y * my;
            diff.Z = Math.Abs((float) Math.Floor((y * mz) / 4.0f));

            // bottom-left
            v = OriginalVertex(a);
            v.Y = diff.Y;
            v.Z += diff.Z;
            SetVertex(a, ref v);

            // upper-left
            v = OriginalVertex(b);
            v.Y -= diff.Y;
            v.Z -= diff.Z;
            SetVertex(b, ref v);

            // bottom-right
            v = OriginalVertex(c);
            v.Y = diff.Y;
            v.Z += diff.Z;
            SetVertex(c, ref v);

            // upper-right
            v = OriginalVertex(d);
            v.Y -= diff.Y;
            v.Z -= diff.Z;
            SetVertex(d, ref v);
        }
Esempio n. 10
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 public void SetVertex(CCGridSize pos, ref CCVertex3F vertex)
 {
     m_pGrid.SetVertex(pos, ref vertex);
 }
Esempio n. 11
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        private void VertexLineToPolygon(CCPoint[] points, float stroke, CCV3F_C4B_T2F[] vertices, int offset, int nuPoints)
        {
            nuPoints += offset;
            if (nuPoints <= 1)
            {
                return;
            }

            stroke *= 0.5f;

            int idx;
            int nuPointsMinus = nuPoints - 1;

            float rad70  = MathHelper.ToRadians(70);
            float rad170 = MathHelper.ToRadians(170);

            for (int i = offset; i < nuPoints; i++)
            {
                idx = i * 2;
                CCPoint p1 = points[i];
                CCPoint perpVector;

                if (i == 0)
                {
                    perpVector = CCPoint.Perp(CCPoint.Normalize(p1 - points[i + 1]));
                }
                else if (i == nuPointsMinus)
                {
                    perpVector = CCPoint.Perp(CCPoint.Normalize(points[i - 1] - p1));
                }
                else
                {
                    CCPoint p2 = points[i + 1];
                    CCPoint p0 = points[i - 1];

                    CCPoint p2p1 = CCPoint.Normalize(p2 - p1);
                    CCPoint p0p1 = CCPoint.Normalize(p0 - p1);

                    // Calculate angle between vectors
                    var angle = (float)Math.Acos(CCPoint.Dot(p2p1, p0p1));

                    if (angle < rad70)
                    {
                        perpVector = CCPoint.Perp(CCPoint.Normalize(CCPoint.Midpoint(p2p1, p0p1)));
                    }
                    else if (angle < rad170)
                    {
                        perpVector = CCPoint.Normalize(CCPoint.Midpoint(p2p1, p0p1));
                    }
                    else
                    {
                        perpVector = CCPoint.Perp(CCPoint.Normalize(p2 - p0));
                    }
                }

                perpVector = perpVector * stroke;

                vertices[idx].Vertices     = new CCVertex3F(p1.X + perpVector.X, p1.Y + perpVector.Y, 0);
                vertices[idx + 1].Vertices = new CCVertex3F(p1.X - perpVector.X, p1.Y - perpVector.Y, 0);
            }

            // Validate vertexes
            offset = (offset == 0) ? 0 : offset - 1;
            for (int i = offset; i < nuPointsMinus; i++)
            {
                idx = i * 2;
                int idx1 = idx + 2;

                CCVertex3F p1 = vertices[idx].Vertices;
                CCVertex3F p2 = vertices[idx + 1].Vertices;
                CCVertex3F p3 = vertices[idx1].Vertices;
                CCVertex3F p4 = vertices[idx1 + 1].Vertices;

                float s;
                bool  fixVertex = !ccVertexLineIntersect(p1.X, p1.Y, p4.X, p4.Y, p2.X, p2.Y, p3.X, p3.Y, out s);
                if (!fixVertex)
                {
                    if (s < 0.0f || s > 1.0f)
                    {
                        fixVertex = true;
                    }
                }

                if (fixVertex)
                {
                    vertices[idx1].Vertices     = p4;
                    vertices[idx1 + 1].Vertices = p3;
                }
            }
        }
Esempio n. 12
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        public override void Update(float time)
        {
            float angle = (float)Math.PI * time;  // 180 degrees
            var   mz    = (float)Math.Sin(angle);

            angle = angle / 2.0f; // x calculates degrees from 0 to 90
            var mx = (float)Math.Cos(angle);

            CCVertex3F v0, v1, v;
            var        diff = new CCVertex3F();

            v0 = OriginalVertex(new CCGridSize(1, 1));
            v1 = OriginalVertex(new CCGridSize(0, 0));

            float      x0 = v0.X;
            float      x1 = v1.X;
            float      x;
            CCGridSize a, b, c, d;

            if (x0 > x1)
            {
                // Normal Grid
                a = new CCGridSize(0, 0);
                b = new CCGridSize(0, 1);
                c = new CCGridSize(1, 0);
                d = new CCGridSize(1, 1);
                x = x0;
            }
            else
            {
                // Reversed Grid
                c = new CCGridSize(0, 0);
                d = new CCGridSize(0, 1);
                a = new CCGridSize(1, 0);
                b = new CCGridSize(1, 1);
                x = x1;
            }

            diff.X = (x - x * mx);
            diff.Z = Math.Abs((float)Math.Floor((x * mz) / 4.0f));

            // bottom-left
            v    = OriginalVertex(a);
            v.X  = diff.X;
            v.Z += diff.Z;
            SetVertex(a, ref v);

            // upper-left
            v    = OriginalVertex(b);
            v.X  = diff.X;
            v.Z += diff.Z;
            SetVertex(b, ref v);

            // bottom-right
            v    = OriginalVertex(c);
            v.X -= diff.X;
            v.Z -= diff.Z;
            SetVertex(c, ref v);

            // upper-right
            v    = OriginalVertex(d);
            v.X -= diff.X;
            v.Z -= diff.Z;
            SetVertex(d, ref v);
        }
Esempio n. 13
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        public override void Update(float time)
        {
            float angle = (float)Math.PI * time;  // 180 degrees
            var   mz    = (float)Math.Sin(angle);

            angle = angle / 2.0f; // x calculates degrees from 0 to 90
            var my = (float)Math.Cos(angle);

            CCVertex3F v0, v1, v;
            var        diff = new CCVertex3F();

            v0 = OriginalVertex(new CCGridSize(1, 1));
            v1 = OriginalVertex(new CCGridSize(0, 0));

            float      y0 = v0.Y;
            float      y1 = v1.Y;
            float      y;
            CCGridSize a, b, c, d;

            if (y0 > y1)
            {
                // Normal Grid
                a = new CCGridSize(0, 0);
                b = new CCGridSize(0, 1);
                c = new CCGridSize(1, 0);
                d = new CCGridSize(1, 1);
                y = y0;
            }
            else
            {
                // Reversed Grid
                b = new CCGridSize(0, 0);
                a = new CCGridSize(0, 1);
                d = new CCGridSize(1, 0);
                c = new CCGridSize(1, 1);
                y = y1;
            }

            diff.Y = y - y * my;
            diff.Z = Math.Abs((float)Math.Floor((y * mz) / 4.0f));

            // bottom-left
            v    = OriginalVertex(a);
            v.Y  = diff.Y;
            v.Z += diff.Z;
            SetVertex(a, ref v);

            // upper-left
            v    = OriginalVertex(b);
            v.Y -= diff.Y;
            v.Z -= diff.Z;
            SetVertex(b, ref v);

            // bottom-right
            v    = OriginalVertex(c);
            v.Y  = diff.Y;
            v.Z += diff.Z;
            SetVertex(c, ref v);

            // upper-right
            v    = OriginalVertex(d);
            v.Y -= diff.Y;
            v.Z -= diff.Z;
            SetVertex(d, ref v);
        }
Esempio n. 14
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 public static CCVertex3F Vertex3(float x, float y, float z)
 {
     CCVertex3F c = new CCVertex3F(x, y, z);
     return c;
 }
Esempio n. 15
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        protected CCVertex3F VertexFromAlphaPoint(CCPoint alpha)
        {
            var ret = new CCVertex3F(0.0f, 0.0f, 0.0f);

            if (m_pSprite == null)
            {
                return ret;
            }

            CCV3F_C4B_T2F_Quad quad = m_pSprite.Quad;

            var min = new CCPoint(quad.BottomLeft.Vertices.X, quad.BottomLeft.Vertices.Y);
            var max = new CCPoint(quad.TopRight.Vertices.X, quad.TopRight.Vertices.Y);

            ret.X = min.X * (1f - alpha.X) + max.X * alpha.X;
            ret.Y = min.Y * (1f - alpha.Y) + max.Y * alpha.Y;

            return ret;
        }
Esempio n. 16
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        public override void CalculateVertexPoints()
        {
            float width  = m_pTexture.PixelsWide;
            float height = m_pTexture.PixelsHigh;
            float imageH = m_pTexture.ContentSizeInPixels.Height;

            int numOfPoints = (m_sGridSize.X + 1) * (m_sGridSize.Y + 1);

            m_pVertexBuffer       = new CCVertexBuffer <CCV3F_T2F>(numOfPoints, BufferUsage.WriteOnly);
            m_pVertexBuffer.Count = numOfPoints;
            m_pIndexBuffer        = new CCIndexBuffer <ushort>(m_sGridSize.X * m_sGridSize.Y * 6, BufferUsage.WriteOnly);
            m_pIndexBuffer.Count  = m_sGridSize.X * m_sGridSize.Y * 6;

            m_pVertices = m_pVertexBuffer.Data.Elements;
            m_pIndices  = m_pIndexBuffer.Data.Elements;

            m_pOriginalVertices = new CCVertex3F[numOfPoints];

            CCV3F_T2F[] vertArray = m_pVertices;
            ushort[]    idxArray  = m_pIndices;

            var l1   = new int[4];
            var l2   = new CCVertex3F[4];
            var tex1 = new int[4];
            var tex2 = new CCPoint[4];

            //int idx = -1;
            for (int x = 0; x < m_sGridSize.X; ++x)
            {
                for (int y = 0; y < m_sGridSize.Y; ++y)
                {
                    float x1 = x * m_obStep.X;
                    float x2 = x1 + m_obStep.X;
                    float y1 = y * m_obStep.Y;
                    float y2 = y1 + m_obStep.Y;

                    var a = (short)(x * (m_sGridSize.Y + 1) + y);
                    var b = (short)((x + 1) * (m_sGridSize.Y + 1) + y);
                    var c = (short)((x + 1) * (m_sGridSize.Y + 1) + (y + 1));
                    var d = (short)(x * (m_sGridSize.Y + 1) + (y + 1));

                    int idx = ((y * m_sGridSize.X) + x) * 6;

                    idxArray[idx + 0] = (ushort)a;
                    idxArray[idx + 1] = (ushort)b;
                    idxArray[idx + 2] = (ushort)d;
                    idxArray[idx + 3] = (ushort)b;
                    idxArray[idx + 4] = (ushort)c;
                    idxArray[idx + 5] = (ushort)d;

                    //var tempidx = new short[6] {a, d, b, b, d, c};
                    //Array.Copy(tempidx, 0, idxArray, 6 * idx, tempidx.Length);

                    l1[0] = a;
                    l1[1] = b;
                    l1[2] = c;
                    l1[3] = d;

                    //var e = new Vector3(x1, y1, 0);
                    //var f = new Vector3(x2, y1, 0);
                    //var g = new Vector3(x2, y2, 0);
                    //var h = new Vector3(x1, y2, 0);

                    l2[0] = new CCVertex3F(x1, y1, 0);
                    l2[1] = new CCVertex3F(x2, y1, 0);
                    l2[2] = new CCVertex3F(x2, y2, 0);
                    l2[3] = new CCVertex3F(x1, y2, 0);

                    tex1[0] = a;
                    tex1[1] = b;
                    tex1[2] = c;
                    tex1[3] = d;

                    tex2[0] = new CCPoint(x1, y1);
                    tex2[1] = new CCPoint(x2, y1);
                    tex2[2] = new CCPoint(x2, y2);
                    tex2[3] = new CCPoint(x1, y2);

                    for (int i = 0; i < 4; ++i)
                    {
                        vertArray[l1[i]].vertices = l2[i];

                        vertArray[tex1[i]].texCoords.U = tex2[i].X / width;

                        if (m_bIsTextureFlipped)
                        {
                            vertArray[tex1[i]].texCoords.V = tex2[i].Y / height;
                        }
                        else
                        {
                            vertArray[tex1[i]].texCoords.V = (imageH - tex2[i].Y) / height;
                        }
                    }
                }
            }

            int n = (m_sGridSize.X + 1) * (m_sGridSize.Y + 1);

            for (int i = 0; i < n; i++)
            {
                m_pOriginalVertices[i] = m_pVertices[i].vertices;
            }

            m_pIndexBuffer.UpdateBuffer();

            m_bDirty = true;
        }
Esempio n. 17
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 /// <summary>
 /// sets a new vertex at a given position
 /// </summary>
 public void SetVertex(CCGridSize pos, ref CCVertex3F vertex)
 {
     m_pVertices[pos.X * (m_sGridSize.Y + 1) + pos.Y].vertices = vertex;
     m_bDirty = true;
 }
Esempio n. 18
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        public override void CalculateVertexPoints()
        {
            float width = m_pTexture.PixelsWide;
            float height = m_pTexture.PixelsHigh;
            float imageH = m_pTexture.ContentSizeInPixels.Height;

            int numOfPoints = (m_sGridSize.X + 1) * (m_sGridSize.Y + 1);

            m_pVertices = new CCV3F_T2F[numOfPoints];
            m_pOriginalVertices = new CCVertex3F[numOfPoints];
            //m_pTexCoordinates = new CCPoint[numOfPoints];
            m_pIndices = new ushort[m_sGridSize.X * m_sGridSize.Y * 6];

            CCV3F_T2F[] vertArray = m_pVertices;
            //var texArray = m_pTexCoordinates;
            ushort[] idxArray = m_pIndices;

            var l1 = new int[4];
            var l2 = new CCVertex3F[4];
            var tex1 = new int[4];
            var tex2 = new CCPoint[4];

            //int idx = -1;
            for (int x = 0; x < m_sGridSize.X; ++x)
            {
                for (int y = 0; y < m_sGridSize.Y; ++y)
                {
                    float x1 = x * m_obStep.X;
                    float x2 = x1 + m_obStep.X;
                    float y1 = y * m_obStep.Y;
                    float y2 = y1 + m_obStep.Y;

                    var a = (short) (x * (m_sGridSize.Y + 1) + y);
                    var b = (short) ((x + 1) * (m_sGridSize.Y + 1) + y);
                    var c = (short) ((x + 1) * (m_sGridSize.Y + 1) + (y + 1));
                    var d = (short) (x * (m_sGridSize.Y + 1) + (y + 1));

                    int idx = ((y * m_sGridSize.X) + x) * 6;

                    idxArray[idx + 0] = (ushort) a;
                    idxArray[idx + 1] = (ushort) b;
                    idxArray[idx + 2] = (ushort) d;
                    idxArray[idx + 3] = (ushort) b;
                    idxArray[idx + 4] = (ushort) c;
                    idxArray[idx + 5] = (ushort) d;

                    //var tempidx = new short[6] {a, d, b, b, d, c};
                    //Array.Copy(tempidx, 0, idxArray, 6 * idx, tempidx.Length);

                    l1[0] = a;
                    l1[1] = b;
                    l1[2] = c;
                    l1[3] = d;

                    //var e = new Vector3(x1, y1, 0);
                    //var f = new Vector3(x2, y1, 0);
                    //var g = new Vector3(x2, y2, 0);
                    //var h = new Vector3(x1, y2, 0);

                    l2[0] = new CCVertex3F(x1, y1, 0);
                    l2[1] = new CCVertex3F(x2, y1, 0);
                    l2[2] = new CCVertex3F(x2, y2, 0);
                    l2[3] = new CCVertex3F(x1, y2, 0);

                    tex1[0] = a;
                    tex1[1] = b;
                    tex1[2] = c;
                    tex1[3] = d;

                    tex2[0] = new CCPoint(x1, y1);
                    tex2[1] = new CCPoint(x2, y1);
                    tex2[2] = new CCPoint(x2, y2);
                    tex2[3] = new CCPoint(x1, y2);

                    for (int i = 0; i < 4; ++i)
                    {
                        vertArray[l1[i]].vertices = l2[i];

                        vertArray[tex1[i]].texCoords.U = tex2[i].X / width;

                        if (m_bIsTextureFlipped)
                        {
                            vertArray[tex1[i]].texCoords.V = tex2[i].Y / height;
                        }
                        else
                        {
                            vertArray[tex1[i]].texCoords.V = (imageH - tex2[i].Y) / height;
                        }
                    }
                }
            }

            int n = (m_sGridSize.X + 1) * (m_sGridSize.Y + 1);
            for (int i = 0; i < n; i++)
            {
                m_pOriginalVertices[i] = m_pVertices[i].vertices;
            }

            m_bDirty = true;
        }
Esempio n. 19
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        public override void Update(float time)
        {
            float angle = (float) Math.PI * time; // 180 degrees
            var mz = (float) Math.Sin(angle);
            angle = angle / 2.0f; // x calculates degrees from 0 to 90
            var mx = (float) Math.Cos(angle);

            CCVertex3F v0, v1, v;
            var diff = new CCVertex3F();

            v0 = OriginalVertex(new CCGridSize(1, 1));
            v1 = OriginalVertex(new CCGridSize(0, 0));

            float x0 = v0.X;
            float x1 = v1.X;
            float x;
            CCGridSize a, b, c, d;

            if (x0 > x1)
            {
                // Normal Grid
                a = new CCGridSize(0, 0);
                b = new CCGridSize(0, 1);
                c = new CCGridSize(1, 0);
                d = new CCGridSize(1, 1);
                x = x0;
            }
            else
            {
                // Reversed Grid
                c = new CCGridSize(0, 0);
                d = new CCGridSize(0, 1);
                a = new CCGridSize(1, 0);
                b = new CCGridSize(1, 1);
                x = x1;
            }

            diff.X = (x - x * mx);
            diff.Z = Math.Abs((float) Math.Floor((x * mz) / 4.0f));

            // bottom-left
            v = OriginalVertex(a);
            v.X = diff.X;
            v.Z += diff.Z;
            SetVertex(a, ref v);

            // upper-left
            v = OriginalVertex(b);
            v.X = diff.X;
            v.Z += diff.Z;
            SetVertex(b, ref v);

            // bottom-right
            v = OriginalVertex(c);
            v.X -= diff.X;
            v.Z -= diff.Z;
            SetVertex(c, ref v);

            // upper-right
            v = OriginalVertex(d);
            v.X -= diff.X;
            v.Z -= diff.Z;
            SetVertex(d, ref v);
        }
Esempio n. 20
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 /// <summary>
 /// sets a new vertex at a given position
 /// </summary>
 public void SetVertex(CCGridSize pos, ref CCVertex3F vertex)
 {
     m_pVertices[pos.X * (m_sGridSize.Y + 1) + pos.Y].vertices = vertex;
     m_bDirty = true;
 }
Esempio n. 21
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        public static CCVertex3F Vertex3(float x, float y, float z)
        {
            CCVertex3F c = new CCVertex3F(x, y, z);

            return(c);
        }
Esempio n. 22
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 public void SetVertex(CCGridSize pos, ref CCVertex3F vertex)
 {
     m_pGrid.SetVertex(pos, ref vertex);
 }