Change cocos2d / CCActionPageTurn3D.m to exchange x for y.
#import "CCActionPageTurn3D.h"
@implementation CCPageTurn3D
-(void)update:(ccTime)time
{
float tt = MAX( 0, time - 0.25f );
float deltaAx = ( tt * tt * 500);
float ax = -100 - deltaAx;
float deltaTheta = - (float) M_PI_2 * sqrtf( time);
float theta = + (float) M_PI_2 +deltaTheta;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
for( int i = 0; i <=gridSize_.x; i++ )
{
for( int j = 0; j <= gridSize_.y; j++ )
{
ccVertex3F p = [self originalVertex:ccg(i,j)];
float R = sqrtf(p.y*p.y + (p.x - ax) * (p.x - ax));
float r = R * sinTheta;
float alpha = asinf( p.y / R );
float beta = alpha / sinTheta;
float cosBeta = cosf( beta );
if( beta <= M_PI)
p.y = ( r * sinf(beta));
else
{
p.y = 0;
}
p.x = ( R + ax - ( r*(1 - cosBeta)*sinTheta));
p.z = (r * ( 1 - cosBeta ) * cosTheta) / 7;
if( p.z<0.5f )
p.z = 0.5f;
[self setVertex:ccg(i,j) vertex:p];
}
}
}
@end
diff --git a/cocos2d/CCActionPageTurn3D.m b/cocos2d/CCActionPageTurn3D.m
index ee59500..ccd64eb 100644
@@ -34,10 +34,10 @@
-(void)update:(ccTime)time
{
float tt = MAX( 0, time - 0.25f );
- float deltaAy = ( tt * tt * 500);
- float ay = -100 - deltaAy;
+ float deltaAx = ( tt * tt * 500);
+ float ax = -100 - deltaAx;
float deltaTheta = - (float) M_PI_2 * sqrtf( time) ;
float theta = /*0.01f*/ + (float) M_PI_2 +deltaTheta;
float sinTheta = sinf(theta);
@@ -50,24 +50,24 @@
// Get original vertex
ccVertex3F p = [self originalVertex:ccg(i,j)];
- float R = sqrtf(p.x*p.x + (p.y - ay) * (p.y - ay));
+ float R = sqrtf(p.y*p.y + (p.x - ax) * (p.x - ax));
float r = R * sinTheta;
- float alpha = asinf( p.x / R );
+ float alpha = asinf( p.y / R );
float beta = alpha / sinTheta;
float cosBeta = cosf( beta );
// If beta > PI then we've wrapped around the cone
// Reduce the radius to stop these points interfering with others
if( beta <= M_PI)
- p.x = ( r * sinf(beta));
+ p.y = ( r * sinf(beta));
else
{
// Force X = 0 to stop wrapped
// points
- p.x = 0;
+ p.y = 0;
}
- p.y = ( R + ay - ( r*(1 - cosBeta)*sinTheta));
+ p.x = ( R + ax - ( r*(1 - cosBeta)*sinTheta));
// We scale z here to avoid the animation being
// too much bigger than the screen due to perspectve transform
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