/// <summary> /// Interpolates the rotational angles between the current and next nodes along the path. /// This step must be done before additional angle interpolation can occur. /// </summary> /// <param name="nodeList">A list of nodes needed for interpolation.</param> /// <param name="step"> /// The fraction of which the player has already reached the next node (0-» still at current node, 1 -» /// already at next node) /// </param> public abstract void InterpolatePolarCoordinates(InterpolationNodeArray nodeList, double step);
/// <summary> /// Interpolates additional angles between the current and next nodes along the path. /// </summary> /// <param name="nodeList">A list of nodes needed for interpolation.</param> /// <param name="step"> /// The fraction of which the player has already reached the next node (0-» still at current node, 1 -» /// already at next node) /// </param> /// <remarks> /// Currently, this only interpolates the rotation around the Z axis, however, it would /// be possible to include other features, such as dynamic FOV, and shader gradation. /// </remarks> public abstract void InterpolateAdditionAngles(InterpolationNodeArray nodeList, double step);
/// <summary> /// Interpolates the XYZ position between the current and next nodes along the path. /// This step must be done before rotational interpolation can occur. /// </summary> /// <param name="nodeList">A list of nodes needed for interpolation.</param> /// <param name="step"> /// The fraction of which the player has already reached the next node (0-> still at current node, 1 -> /// already at next node) /// </param> public abstract void InterpolatePosition(InterpolationNodeArray nodeList, double step);