public override void Update(float time) { int p; float lt; // border if (time == 1) { p = m_pPoints.Count - 1; lt = 1; } else { p = (int)(time / m_fDeltaT); lt = (time - m_fDeltaT * p) / m_fDeltaT; } // Interpolate var c = m_pPoints.Count - 1; CCPoint pp0 = m_pPoints[Math.Min(c, Math.Max(p - 1, 0))]; CCPoint pp1 = m_pPoints[Math.Min(c, Math.Max(p + 0, 0))]; CCPoint pp2 = m_pPoints[Math.Min(c, Math.Max(p + 1, 0))]; CCPoint pp3 = m_pPoints[Math.Min(c, Math.Max(p + 2, 0))]; CCPoint newPos = CCSplineMath.CCCardinalSplineAt(pp0, pp1, pp2, pp3, m_fTension, lt); UpdatePosition(newPos); }
public static void DrawCardinalSpline(List <CCPoint> config, float tension, int segments) { var vertices = new VertexPositionColor[segments + 1]; int p; float lt; float deltaT = 1.0f / config.Count; for (int i = 0; i < segments + 1; i++) { float dt = (float)i / segments; // border if (dt == 1) { p = config.Count - 1; lt = 1; } else { p = (int)(dt / deltaT); lt = (dt - deltaT * p) / deltaT; } // Interpolate // Interpolate int c = config.Count - 1; CCPoint pp0 = config[Math.Min(c, Math.Max(p - 1, 0))]; CCPoint pp1 = config[Math.Min(c, Math.Max(p + 0, 0))]; CCPoint pp2 = config[Math.Min(c, Math.Max(p + 1, 0))]; CCPoint pp3 = config[Math.Min(c, Math.Max(p + 2, 0))]; CCPoint newPos = CCSplineMath.CCCardinalSplineAt(pp0, pp1, pp2, pp3, tension, lt); vertices[i].Position.X = newPos.X; vertices[i].Position.Y = newPos.Y; vertices[i].Color = Color.White; } BasicEffect basicEffect = CCDrawManager.PrimitiveEffect; basicEffect.Projection = CCDrawManager.ProjectionMatrix; basicEffect.View = CCDrawManager.ViewMatrix; basicEffect.World = CCDrawManager.WorldMatrix; foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes) { pass.Apply(); basicEffect.GraphicsDevice.DrawUserPrimitives(PrimitiveType.LineStrip, vertices, 0, segments); } }
public override void Update(float time) { int p; float lt; // eg. // p..p..p..p..p..p..p // 1..2..3..4..5..6..7 // want p to be 1, 2, 3, 4, 5, 6 if (time == 1) { p = m_pPoints.Count - 1; lt = 1; } else { p = (int)(time / m_fDeltaT); lt = (time - m_fDeltaT * p) / m_fDeltaT; } // Interpolate var c = m_pPoints.Count - 1; CCPoint pp0 = m_pPoints[Math.Min(c, Math.Max(p - 1, 0))]; CCPoint pp1 = m_pPoints[Math.Min(c, Math.Max(p + 0, 0))]; CCPoint pp2 = m_pPoints[Math.Min(c, Math.Max(p + 1, 0))]; CCPoint pp3 = m_pPoints[Math.Min(c, Math.Max(p + 2, 0))]; CCPoint newPos = CCSplineMath.CCCardinalSplineAt(pp0, pp1, pp2, pp3, m_fTension, lt); // Support for stacked actions CCNode node = m_pTarget; CCPoint diff = node.Position - m_previousPosition; if (diff.X != 0 || diff.Y != 0) { m_accumulatedDiff = m_accumulatedDiff + diff; newPos = newPos + m_accumulatedDiff; } UpdatePosition(newPos); }