rendered paste body//calculating flipping process
pages.flip._visible = true;
pages.flip.p3shadow._visible = pages.pgrad._visible = !tear;
pages.flip.p2._visible = pages.flip.p3._visible = true;
//equation of the line
var vx = x-sx;
var vy = y-sy;
var a1 = vy/vx;
var a2 = -vy/vx;
cx = sx+(vx/2);
cy = sy+(vy/2);
//trigonometriai szamitasok
//calculating rotation of the page, and the masks
var r = Math.sqrt((sx-x)*(sx-x)+(sy-y)*(sy-y));
var a = Math.asin((sy-y)/r);
if(sx<0) a = -a;
ad = a/AM; //in degree
pageN._rotation = ad*2;
r = Math.sqrt((sx-x)*(sx-x)+(sy-y)*(sy-y));
rl = (pw*2);
if(sx>0) { //flip forward
pages.mask._xscale = 100;
nx = cx-Math.tan(a)*(ph/2-cy);
ny = ph/2;
if(nx>pw) {
nx = pw;
ny = cy+Math.tan(Math.PI/2+a)*(pw-cx);
}
pageN.pf._x = -(pw-nx);
pages.flip.fgrad._xscale = (r/rl/2)*pw;
pages.pgrad._xscale = -(r/rl/2)*pw;
pages.flip.p3shadow._xscale = (r/rl/2)*pw;
} else { //flip backward
pages.mask._xscale = -100;
nx = cx-Math.tan(a)*(ph/2-cy);
ny = ph/2;
if(nx<-pw) {
nx = -pw;
ny = cy+Math.tan(Math.PI/2+a)*(-pw-cx);
}
pageN.pf._x = -(pw-(pw+nx));
pages.flip.fgrad._xscale = -(r/rl/2)*pw;
pages.pgrad._xscale = (r/rl/2)*pw;
pages.flip.p3shadow._xscale = -(r/rl/2)*pw;
}
pages.mask._x = cx;
pages.mask._y = cy;
pages.mask._rotation = ad;
pageN.pf._y = -ny;
pageN._x = nx+offs;
pageN._y = ny;
pages.flip.fgrad._x = cx;
pages.flip.fgrad._y = cy;
pages.flip.fgrad._rotation = ad;
pages.flip.fgrad._alpha = (r>(rl-50))? 100-(r-(rl-50))*2: 100;
pages.flip.p3shadow._x = cx;
pages.flip.p3shadow._y = cy;
pages.flip.p3shadow._rotation = ad;
pages.flip.p3shadow._alpha = (r>(rl-50))? 100-(r-(rl-50))*2: 100;
pages.pgrad._x = cx;
pages.pgrad._y = cy;