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rotation.lua
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rotation.lua
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--[[
Copyright (c) 2016-2018 Martin Jesper Low Madsen <martin@martinjlowm.dk>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to
deal in the Software without restriction, including without limitation the
rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
IN THE SOFTWARE.
--]]
if not LibStub then return end
local AG = LibStub:GetLibrary('AnimationGroup-1.0')
if not AG then return end
if AG.Rotation then return end
local Rotation = AG:New('Rotation', AG.Animation)
local sin = math.sin
local cos = math.cos
local pi = math.pi
function Rotation:__Initialize()
self.radians = nil
self.origin = {}
self.origin.point = 'CENTER'
self.origin.x = 0
self.origin.y = 0
end
local GetRegions = function(self)
return { self.group.parent:GetRegions() }
end
local anchor_coords = {
['TOP'] = { x = 0, y = 1 },
['LEFT'] = { x = -1, y = 0 },
['BOTTOM'] = { x = 0, y = -1 },
['RIGHT'] = { x = 1, y = 0 },
['TOPLEFT'] = { x = -1, y = 1 },
['TOPRIGHT'] = { x = 1, y = 1 },
['BOTTOMLEFT'] = { x = -1, y = -1 },
['BOTTOMRIGHT'] = { x = 1, y = -1 },
['CENTER'] = { x = 0, y = 0 }
}
local frame_corners = {
[1] = { x = -1, y = 1 }, -- upper left
[2] = { x = -1, y = -1 }, -- lower left
[3] = { x = 1, y = 1 }, -- upper right
[4] = { x = 1, y = -1 } -- lower right
}
local corners = { 0, 0, 0, 0, 0, 0, 0, 0 }
local function GetCoords(self, progress)
local rad = self.radians * progress
local _cos = cos(rad)
local _sin = sin(rad)
local properties = self.group.properties
local origin = {
x = anchor_coords[self.origin.point].x +
self.origin.x / properties.width,
y = anchor_coords[self.origin.point].y +
self.origin.y / properties.height
}
local i = 1
for _, coords in next, frame_corners do
corners[i] = origin.x +
(coords.x - origin.x) * _cos - (coords.y - origin.y) * _sin
corners[i] = (corners[i] + 1) / 2
corners[i + 1] = origin.y +
(coords.x - origin.x) * _sin + (coords.y - origin.y) * _cos
corners[i + 1] = (corners[i + 1] - 1) / -2
i = i + 2
end
return unpack(corners)
end
function Rotation:OnUpdate(elapsed)
self.progress = self.smoothing_func(self.time / self.duration).y
local regions = GetRegions(self)
local coords = { GetCoords(self, self.progress) }
for _, region in next, regions do
if region.GetTexture then
region:SetTexCoord(unpack(coords))
end
end
end
function Rotation:SetDegrees(degrees)
self.radians = (degrees / 360) * 2 * pi
end
function Rotation:GetDegrees()
return (self.radians / (2 * pi)) * 360
end
function Rotation:SetRadians(radians)
self.radians = radians
end
function Rotation:GetRadians()
return self.radians
end
function Rotation:SetOrigin(point, offsetX, offsetY)
self.origin.point = point
self.origin.x = x
self.origin.y = y
end
function Rotation:GetOrigin()
local origin = self.origin
return origin.point, origin.x, origin.y
end