/** * jQuery Roundabout Shapes v1.1 * http://fredhq.com/projects/roundabout-shapes/ *  * Provides additional paths along which items can move for the * jQuery Roundabout plugin (v1.0+). * * Terms of Use // jQuery Roundabout Shapes * * Open source under the BSD license * * Copyright (c) 2009, Fred LeBlanc * All rights reserved. *  * Redistribution and use in source and binary forms, with or without  * modification, are permitted provided that the following conditions are met: *  *   - Redistributions of source code must retain the above copyright *     notice, this list of conditions and the following disclaimer. *   - Redistributions in binary form must reproduce the above  *     copyright notice, this list of conditions and the following  *     disclaimer in the documentation and/or other materials provided  *     with the distribution. *   - Neither the name of the author nor the names of its contributors  *     may be used to endorse or promote products derived from this  *     software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE  * POSSIBILITY OF SUCH DAMAGE. */jQuery.extend(jQuery.roundabout_shape,{	theJuggler: function(r, a, t) {			return {			x: Math.sin(r + a), 			y: Math.tan(Math.exp(Math.log(r)) + a) / (t - 1), 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	figure8: function(r, a, t) {		return {			x: Math.sin(r * 2 + a), 			y: (Math.sin(r + Math.PI/2 + a) / 8) * t, 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	waterWheel: function(r, a, t) {		return {			x: (Math.sin(r + Math.PI/2 + a) / 8) * t, 			y: Math.sin(r + a) / (Math.PI/2), 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	square: function(r, a, t) {		var sq_x, sq_y, sq_z;				if (r <= Math.PI/2) {			sq_x = (2/Math.PI) * r;			sq_y = -(2/Math.PI) * r + 1;			sq_z = -(1/Math.PI) * r + 1;		} else if (r > Math.PI/2 && r <= Math.PI) {			sq_x = -(2/Math.PI) * r + 2;			sq_y = -(2/Math.PI) * r + 1;			sq_z = -(1/Math.PI) * r + 1;		} else if (r > Math.PI && r <= (3 * Math.PI) / 2) {			sq_x = -(2/Math.PI) * r + 2;			sq_y = (2/Math.PI) * r - 3;			sq_z = (1/Math.PI) * r - 1;		} else {			sq_x = (2/Math.PI) * r - 4;			sq_y = (2/Math.PI) * r - 3;			sq_z = (1/Math.PI) * r - 1;		}				return {			x: sq_x,			y: sq_y * t, 			z: sq_z,			scale: sq_z		}	},	conveyorBeltLeft: function(r, a, t) {		return {			x: -Math.cos(r + a), 			y: (Math.cos(r + 3*Math.PI/2 + a) / 8) * t, 			z: (Math.sin(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	conveyorBeltRight: function(r, a, t) {		return {			x: Math.cos(r + a), 			y: (Math.cos(r + 3*Math.PI/2 + a) / 8) * t, 			z: (Math.sin(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	goodbyeCruelWorld: function(r, a, t) {		return {			x: Math.sin(r + a), 			y: (Math.tan(r + 3*Math.PI/2 + a) / 8) * (t + 0.5), 			z: (Math.sin(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	diagonalRingLeft: function(r, a, t) {		return {			x: Math.sin(r + a), 			y: -Math.cos(r + Math.tan(Math.cos(a))) / (t + 1.5), 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	diagonalRingRight: function(r, a, t) {		return {			x: Math.sin(r + a), 			y: Math.cos(r + Math.tan(Math.cos(a))) / (t + 1.5), 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		};	},	rollerCoaster: function(r, a, t) {		return {			x: Math.sin(r + a), 			y: Math.sin((2 + t) * r), 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		}	},	tearDrop: function(r, a, t) {		return {			x: Math.sin(r + a), 			y: -Math.sin(r/2 + t) + 0.35, 			z: (Math.cos(r + a) + 1) / 2,			scale: (Math.sin(r + Math.PI/2 + a) / 2) + 0.5		}	}});
