view src/rotate.c @ 1172:178b126edd2c

Implement the correct normal tween. We will duplicate the node in the start scene. Insted of deleting all nodes which is not in the stop scene, we should delete the object which is not in the start scene instead. If we delete objecvt the the stop scene, the object should appear until we reach the stop scene.
author wycc
date Thu, 30 Dec 2010 11:50:02 +0800
parents 586e50f82c1f
children
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// -*- indent-tabs-mode: t; tab-width: 8; c-basic-offset: 4; -*-
// vim: sw=4:ts=8:sts=4
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "mb_animate.h"

static float comp_mb_timeval_ratio(const mb_timeval_t *a,
				   const mb_timeval_t *b) {
    float ratio;

    ratio = (float)MB_TIMEVAL_SEC(a) * 1000000.0 + (float)MB_TIMEVAL_USEC(a);
    ratio /= (float)MB_TIMEVAL_SEC(b) * 1000000.0 + (float)MB_TIMEVAL_USEC(b);
    return ratio;
}

/*! \brief Animation action to rotate a coordinate.
 */
struct _mb_rotate {
    mb_action_t action;

    co_aix angle1, angle2;
    coord_t *coord;

    mb_timeval_t start_time;
    const mb_timeval_t *playing_time;
};
typedef struct _mb_rotate mb_rotate_t;

static void mb_rotate_start(mb_action_t *act,
			   const mb_timeval_t *now,
			   const mb_timeval_t *playing_time,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    co_aix *matrix;
    float _sin, _cos;

    _sin = sinf(rotate->angle1);
    _cos = cosf(rotate->angle1);

    matrix = rotate->coord->matrix;
    memset(matrix, 0, sizeof(co_aix) * 6);
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);

    MB_TIMEVAL_CP(&rotate->start_time, now);
    rotate->playing_time = playing_time;
}

static void mb_rotate_step(mb_action_t *act, const mb_timeval_t *now,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    mb_timeval_t diff;
    co_aix *matrix;
    float ratio;
    float angle;
    float _sin, _cos;

    MB_TIMEVAL_CP(&diff, now);
    MB_TIMEVAL_DIFF(&diff, &rotate->start_time);
    ratio = comp_mb_timeval_ratio(&diff, rotate->playing_time);

    angle = rotate->angle1 * (1 - ratio) + rotate->angle2 * ratio;
    _sin = sinf(angle);
    _cos = cosf(angle);

    matrix = rotate->coord->matrix;
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);
}

static void mb_rotate_stop(mb_action_t *act, const mb_timeval_t *now,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    co_aix *matrix;
    float _sin, _cos;

    _sin = sinf(rotate->angle2);
    _cos = cosf(rotate->angle2);

    matrix = rotate->coord->matrix;
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);
}

static void mb_rotate_free(mb_action_t *act) {
    free(act);
}

mb_action_t *mb_rotate_new(float angle1, float angle2,
			   coord_t *coord,
			   mb_word_t *word) {
    mb_rotate_t *rotate;

    rotate = (mb_rotate_t *)malloc(sizeof(mb_rotate_t));
    if(rotate == NULL)
	return NULL;

    rotate->angle1 = angle1;
    rotate->angle2 = angle2;
    rotate->coord = coord;

    rotate->action.start = mb_rotate_start;
    rotate->action.step = mb_rotate_step;
    rotate->action.stop = mb_rotate_stop;
    rotate->action.free = mb_rotate_free;

    mb_word_add_action(word, (mb_action_t *)rotate);

    return (mb_action_t *)rotate;
}