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 = Points.Count - 1; lt = 1; } else { p = (int)(time / DeltaT); lt = (time - DeltaT * p) / DeltaT; } // Interpolate var c = Points.Count - 1; CCPoint pp0 = Points [Math.Min(c, Math.Max(p - 1, 0))]; CCPoint pp1 = Points [Math.Min(c, Math.Max(p + 0, 0))]; CCPoint pp2 = Points [Math.Min(c, Math.Max(p + 1, 0))]; CCPoint pp3 = Points [Math.Min(c, Math.Max(p + 2, 0))]; CCPoint newPos = CCSplineMath.CCCardinalSplineAt(pp0, pp1, pp2, pp3, Tension, lt); // Support for stacked actions CCNode node = Target; CCPoint diff = node.Position - PreviousPosition; if (diff.X != 0 || diff.Y != 0) { AccumulatedDiff = AccumulatedDiff + diff; newPos = newPos + AccumulatedDiff; } UpdatePosition(newPos); }
public static void DrawCardinalSpline(List <CCPoint> config, float tension, int segments) { int p; float lt; float deltaT = 1.0f / config.Count; int count = config.Count; var vertices = new CCPoint[segments + 1]; for (int i = 0; i < segments + 1; i++) { float dt = (float)i / segments; // border if (dt == 1) { p = count - 1; lt = 1; } else { p = (int)(dt / deltaT); lt = (dt - deltaT * p) / deltaT; } // 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))]; vertices[i] = CCSplineMath.CCCardinalSplineAt(pp0, pp1, pp2, pp3, tension, lt); } DrawPoly(vertices, DrawColor); }