public static LinearStep ( Double y0, Double y1, Double percent ) : Double | ||
y0 | Double | |
y1 | Double | |
percent | Double | |
리턴 | Double |
public virtual void Draw(Double pPercent) { Node.Position = new Vector3(Methods.CubicStep(ox, odx, x, dx, pPercent), Methods.CubicStep(oy, ody, y, dy, pPercent), 0); Node.Orientation = Quaternion.FromAngleAxis(Methods.CubicStep(oa, oda, a, da, pPercent) * Constants.DegreesToRadians, Vector3.UnitZ) * Quaternion.FromEulerAnglesInDegrees(-16 * Methods.LinearStep(oda, da, pPercent), 0.0, 0.0); }
public void Draw(Double pPercent) { Node.Position = new Vector3( cameraOffset.x + Methods.CubicStep(x[framesBehind], dx[framesBehind], x[framesBehind - 1], dx[framesBehind - 1], pPercent), cameraOffset.y + Methods.CubicStep(y[framesBehind], dy[framesBehind], y[framesBehind - 1], dy[framesBehind - 1], pPercent), cameraOffset.z + 32 * Methods.LinearStep(target.OldVelocity.LengthSquared, target.Velocity.LengthSquared, pPercent)); Node.LookAt(new Vector3( Methods.CubicStep(x[framesBehind / 2 + 1], dx[framesBehind / 2 + 1], x[framesBehind / 2], dx[framesBehind / 2], pPercent), Methods.CubicStep(y[framesBehind / 2 + 1], dy[framesBehind / 2 + 1], y[framesBehind / 2], dy[framesBehind / 2], pPercent), 0), TransformSpace.Parent); }