36 for (
int i = 0; i<4; ++i)
38 mBaseAngles[i] = 0.0f;
39 mBaseDistances[i] = 0.0f;
56 mLocalCenter = _local;
83 vertex_left_base + cos(-mAngle + mBaseAngles[0]) * mBaseDistances[0] * info.
pixScaleX * -2,
84 vertex_top_base + sin(-mAngle + mBaseAngles[0]) * mBaseDistances[0] * info.
pixScaleY * -2,
85 vertex_left_base + cos(-mAngle + mBaseAngles[3]) * mBaseDistances[3] * info.
pixScaleX * -2,
86 vertex_top_base + sin(-mAngle + mBaseAngles[3]) * mBaseDistances[3] * info.
pixScaleY * -2,
87 vertex_left_base + cos(-mAngle + mBaseAngles[2]) * mBaseDistances[2] * info.
pixScaleX * -2,
88 vertex_top_base + sin(-mAngle + mBaseAngles[2]) * mBaseDistances[2] * info.
pixScaleY * -2,
89 vertex_left_base + cos(-mAngle + mBaseAngles[1]) * mBaseDistances[1] * info.
pixScaleX * -2,
90 vertex_top_base + sin(-mAngle + mBaseAngles[1]) * mBaseDistances[1] * info.
pixScaleY * -2,
102 inline float len(
float x,
float y) {
return sqrt(x*x + y*y); }
107 const float M_PI = 3.141593f;
122 mBaseAngles[0] = atan2((
float) - mCenterPos.
left, - mCenterPos.
top) + M_PI/2;
123 mBaseAngles[1] = atan2((
float) - mCenterPos.
left, height_base - mCenterPos.
top) + M_PI/2;
124 mBaseAngles[2] = atan2((
float)width_base - mCenterPos.
left, height_base - mCenterPos.
top) + M_PI/2;
125 mBaseAngles[3] = atan2((
float)width_base - mCenterPos.
left, - mCenterPos.
top) + M_PI/2;
127 mBaseDistances[0] =
len((
float) - mCenterPos.
left, - mCenterPos.
top);
128 mBaseDistances[1] =
len((
float) - mCenterPos.
left, height_base - mCenterPos.
top);
129 mBaseDistances[2] =
len((
float)width_base - mCenterPos.
left, height_base - mCenterPos.
top);
130 mBaseDistances[3] =
len((
float)width_base - mCenterPos.
left, - mCenterPos.
top);