//public override void Visit() //{ // base.AdditionalTransform = NodeToBodyTransform(); // base.Visit(); //} // returns the transform matrix according the Chipmunk Body values public CCAffineTransform NodeToBodyTransform() { var angle = CCPoint.ForAngle(-CCMathHelper.ToRadians(RotationX)); cpVect rot = (IgnoreBodyRotation ? new cpVect(angle.X, angle.Y) : _body.GetRotation()); //TODO: CHECK ROT double x = _body.GetPosition().x + (double)rot.x * -AnchorPointInPoints.X - (double)rot.y * (-AnchorPointInPoints.Y); double y = _body.GetPosition().y + (double)rot.y * -AnchorPointInPoints.X + (double)rot.x * (-AnchorPointInPoints.Y); return(new CCAffineTransform((float)rot.x, (float)rot.y, (float)-rot.y, (float)rot.x, (float)x, (float)y)); }
void UpdateQuad(ref CCV3F_C4B_T2F_Quad quad, ref CCParticleBase particle) { CCPoint newPosition; if (PositionType == CCPositionType.Free) { newPosition.X = particle.Position.X - (currentPosition.X - particle.StartPosition.X); newPosition.Y = particle.Position.Y - (currentPosition.Y - particle.StartPosition.Y); } else { newPosition = particle.Position; } CCColor4B color = new CCColor4B(); if (OpacityModifyRGB) { color.R = (byte)(particle.Color.R * particle.Color.A * 255); color.G = (byte)(particle.Color.G * particle.Color.A * 255); color.B = (byte)(particle.Color.B * particle.Color.A * 255); color.A = (byte)(particle.Color.A * 255); } else { color.R = (byte)(particle.Color.R * 255); color.G = (byte)(particle.Color.G * 255); color.B = (byte)(particle.Color.B * 255); color.A = (byte)(particle.Color.A * 255); } quad.BottomLeft.Colors = color; quad.BottomRight.Colors = color; quad.TopLeft.Colors = color; quad.TopRight.Colors = color; // vertices float size_2 = particle.Size / 2; if (particle.Rotation != 0.0) { float x1 = -size_2; float y1 = -size_2; float x2 = size_2; float y2 = size_2; float x = newPosition.X; float y = newPosition.Y; float r = -CCMathHelper.ToRadians(particle.Rotation); float cr = CCMathHelper.Cos(r); float sr = CCMathHelper.Sin(r); float ax = x1 * cr - y1 * sr + x; float ay = x1 * sr + y1 * cr + y; float bx = x2 * cr - y1 * sr + x; float by = x2 * sr + y1 * cr + y; float cx = x2 * cr - y2 * sr + x; float cy = x2 * sr + y2 * cr + y; float dx = x1 * cr - y2 * sr + x; float dy = x1 * sr + y2 * cr + y; // bottom-left quad.BottomLeft.Vertices.X = ax; quad.BottomLeft.Vertices.Y = ay; // bottom-right vertex: quad.BottomRight.Vertices.X = bx; quad.BottomRight.Vertices.Y = by; // top-left vertex: quad.TopLeft.Vertices.X = dx; quad.TopLeft.Vertices.Y = dy; // top-right vertex: quad.TopRight.Vertices.X = cx; quad.TopRight.Vertices.Y = cy; } else { // bottom-left vertex: quad.BottomLeft.Vertices.X = newPosition.X - size_2; quad.BottomLeft.Vertices.Y = newPosition.Y - size_2; // bottom-right vertex: quad.BottomRight.Vertices.X = newPosition.X + size_2; quad.BottomRight.Vertices.Y = newPosition.Y - size_2; // top-left vertex: quad.TopLeft.Vertices.X = newPosition.X - size_2; quad.TopLeft.Vertices.Y = newPosition.Y + size_2; // top-right vertex: quad.TopRight.Vertices.X = newPosition.X + size_2; quad.TopRight.Vertices.Y = newPosition.Y + size_2; } }
void UpdateQuad(ref CCV3F_C4B_T2F_Quad quad, ref CCParticleBase particle) { CCPoint newPosition; if (PositionType == CCPositionType.Free || PositionType == CCPositionType.Relative) { newPosition.X = particle.Position.X - (currentPosition.X - particle.StartPosition.X); newPosition.Y = particle.Position.Y - (currentPosition.Y - particle.StartPosition.Y); } else { newPosition = particle.Position; } // translate newPos to correct position, since matrix transform isn't performed in batchnode // don't update the particle with the new position information, it will interfere with the radius and tangential calculations if (BatchNode != null) { newPosition.X += Position.X; newPosition.Y += Position.Y; } CCColor4B color = new CCColor4B(); if (OpacityModifyRGB) { color.R = (byte)(particle.Color.R * particle.Color.A * 255); color.G = (byte)(particle.Color.G * particle.Color.A * 255); color.B = (byte)(particle.Color.B * particle.Color.A * 255); color.A = (byte)(particle.Color.A * 255); } else { color.R = (byte)(particle.Color.R * 255); color.G = (byte)(particle.Color.G * 255); color.B = (byte)(particle.Color.B * 255); color.A = (byte)(particle.Color.A * 255); } quad.BottomLeft.Colors = color; quad.BottomRight.Colors = color; quad.TopLeft.Colors = color; quad.TopRight.Colors = color; // vertices float size_2 = particle.Size / 2; if (particle.Rotation != 0.0) { float x1 = -size_2; float y1 = -size_2; float x2 = size_2; float y2 = size_2; float x = newPosition.X; float y = newPosition.Y; float r = -CCMathHelper.ToRadians(particle.Rotation); float cr = CCMathHelper.Cos(r); float sr = CCMathHelper.Sin(r); float ax = x1 * cr - y1 * sr + x; float ay = x1 * sr + y1 * cr + y; float bx = x2 * cr - y1 * sr + x; float by = x2 * sr + y1 * cr + y; float cx = x2 * cr - y2 * sr + x; float cy = x2 * sr + y2 * cr + y; float dx = x1 * cr - y2 * sr + x; float dy = x1 * sr + y2 * cr + y; // bottom-left quad.BottomLeft.Vertices.X = ax; quad.BottomLeft.Vertices.Y = ay; // bottom-right vertex: quad.BottomRight.Vertices.X = bx; quad.BottomRight.Vertices.Y = by; // top-left vertex: quad.TopLeft.Vertices.X = dx; quad.TopLeft.Vertices.Y = dy; // top-right vertex: quad.TopRight.Vertices.X = cx; quad.TopRight.Vertices.Y = cy; } else { // bottom-left vertex: quad.BottomLeft.Vertices.X = newPosition.X - size_2; quad.BottomLeft.Vertices.Y = newPosition.Y - size_2; // bottom-right vertex: quad.BottomRight.Vertices.X = newPosition.X + size_2; quad.BottomRight.Vertices.Y = newPosition.Y - size_2; // top-left vertex: quad.TopLeft.Vertices.X = newPosition.X - size_2; quad.TopLeft.Vertices.Y = newPosition.Y + size_2; // top-right vertex: quad.TopRight.Vertices.X = newPosition.X + size_2; quad.TopRight.Vertices.Y = newPosition.Y + size_2; } }