- float coefA, coefB, coefC; //line equation: Ax+By+C=0;
- coefA = displacement.y;
- coefB = -displacement.x;
- coefC = -displacement.y*position.x + displacement.x*position.y;
-
- float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
- float inversedSqrtAABB = sqrtf(inversedAABB);
- float saddleA;
-
- //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
- //z = y*y/a/a - x*x/b/b
- //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
-
- Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
- Vector2 translation;
- Vector2 rotation;
- float toNext = -1.f;
- if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) )
- {
- toNext = 1.f;
- }
-
- if( (displacement.y * displacement.x < 0.0f) )
- {
- //distance from (0,0) to the line
- float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
- //distance from (1, 1 ) to the line
- float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
- saddleA = std::max( distanceTopLeft, distanceBottomRight );
-
- //foot of a perpendicular: (1,0) to the line
- float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB;
- float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB;
- //foot of a perpendicular: (0,1) to the line
- float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB;
- float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB;
- saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
- translation = Vector2(-footX2,-footY2);
- }
- else
- {
- //distance from(1,0) to the line
- float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB;
- //distance from(0,1) to the line
- float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
- saddleA = std::max( distanceTopRight, distanceBottomLeft );
- //foot of a perpendicular: (0,0) to the line
- float footX3 = (-coefA*coefC) * inversedAABB;
- float footY3 = (-coefB*coefC) * inversedAABB;
- //foot of a perpendicular: (1.0,1.0) to the line
- float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB;
- float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB;
- saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
- translation = Vector2(-footX3, -footY3);
- }
-
- saddleParam[2] = sqrtf(saddleParam[1]);
- saddleParam[0] = saddleA*saddleA;
- rotation = Vector2(-displacement.x, displacement.y);
- rotation.Normalize();
-
- SafeSetCustomProperty( actor, "uSaddleParam", saddleParam );
- SafeSetCustomProperty( actor, "uTranslation", translation );
- SafeSetCustomProperty( actor, "uRotation", rotation );
- SafeSetCustomProperty( actor, "uToNext", toNext );
- SafeSetCustomProperty( actor, "uPercentage", initialProgress, Dali::Property::ANIMATABLE );
+ float coefA, coefB, coefC; //line equation: Ax+By+C=0;
+ coefA = displacement.y;
+ coefB = -displacement.x;
+ coefC = -displacement.y*position.x + displacement.x*position.y;
+
+ float inversedAABB = 1.f / (coefA*coefA+coefB*coefB);
+ float inversedSqrtAABB = sqrtf(inversedAABB);
+ float saddleA;
+
+ //saddle surface(Hyperbolic paraboloid)function, used to calculate the dissolve starting time
+ //z = y*y/a/a - x*x/b/b
+ //with our selection of parameters(a and b), this value for any texture coordinate is between -1.0 and 1.0
+
+ Vector3 saddleParam; // [0]: a*a, [1]: b*b, [2] b
+ Vector2 translation;
+ Vector2 rotation;
+ float toNext = -1.f;
+ if( displacement.x > 0.f || (EqualsZero(displacement.x) && displacement.y > 0.f) )
+ {
+ toNext = 1.f;
+ }
+
+ if( (displacement.y * displacement.x < 0.0f) )
+ {
+ //distance from (0,0) to the line
+ float distanceTopLeft = fabsf(coefC) * inversedSqrtAABB;
+ //distance from (1, 1 ) to the line
+ float distanceBottomRight = fabsf(coefA+coefB+coefC) * inversedSqrtAABB;
+ saddleA = std::max( distanceTopLeft, distanceBottomRight );
+
+ //foot of a perpendicular: (1,0) to the line
+ float footX1 = ( coefB*coefB - coefA*coefC) * inversedAABB;
+ float footY1 = (-coefA*coefB - coefB*coefC) * inversedAABB;
+ //foot of a perpendicular: (0,1) to the line
+ float footX2 = (-coefA*coefB - coefA*coefC) * inversedAABB;
+ float footY2 = ( coefA*coefA - coefB*coefC) * inversedAABB;
+ saddleParam[1] = (footX1-footX2)*(footX1-footX2) + (footY1-footY2)*(footY1-footY2);
+ translation = Vector2(-footX2,-footY2);
+ }
+ else
+ {
+ //distance from(1,0) to the line
+ float distanceTopRight = fabsf(coefA+coefC) * inversedSqrtAABB;
+ //distance from(0,1) to the line
+ float distanceBottomLeft = fabsf(coefB+coefC) * inversedSqrtAABB;
+ saddleA = std::max( distanceTopRight, distanceBottomLeft );
+ //foot of a perpendicular: (0,0) to the line
+ float footX3 = (-coefA*coefC) * inversedAABB;
+ float footY3 = (-coefB*coefC) * inversedAABB;
+ //foot of a perpendicular: (1.0,1.0) to the line
+ float footX4 = ( coefB*coefB - coefA*coefB - coefA*coefC) * inversedAABB;
+ float footY4 = (-coefA*coefB + coefA*coefA- coefB*coefC) * inversedAABB;
+ saddleParam[1] = (footX3-footX4)*(footX3-footX4) + (footY3-footY4)*(footY3-footY4);
+ translation = Vector2(-footX3, -footY3);
+ }
+
+ saddleParam[2] = sqrtf(saddleParam[1]);
+ saddleParam[0] = saddleA*saddleA;
+ rotation = Vector2(-displacement.x, displacement.y);
+ rotation.Normalize();
+
+ actor.RegisterProperty( "uSaddleParam", saddleParam );
+ actor.RegisterProperty( "uTranslation", translation );
+ actor.RegisterProperty( "uRotation", rotation );
+ actor.RegisterProperty( "uToNext", toNext );
+ actor.RegisterProperty( "uPercentage", initialProgress, Dali::Property::ANIMATABLE );