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} } });
