mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-29 16:37:59 +01:00
418 lines
15 KiB
C#
418 lines
15 KiB
C#
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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public class PathConstraint : IConstraint {
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const int NONE = -1, BEFORE = -2, AFTER = -3;
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const float Epsilon = 0.00001f;
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internal PathConstraintData data;
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internal ExposedList<Bone> bones;
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internal Slot target;
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internal float position, spacing, rotateMix, translateMix;
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internal ExposedList<float> spaces = new ExposedList<float>(), positions = new ExposedList<float>();
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internal ExposedList<float> world = new ExposedList<float>(), curves = new ExposedList<float>(), lengths = new ExposedList<float>();
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internal float[] segments = new float[10];
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public int Order { get { return data.order; } }
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public float Position { get { return position; } set { position = value; } }
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public float Spacing { get { return spacing; } set { spacing = value; } }
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public float RotateMix { get { return rotateMix; } set { rotateMix = value; } }
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public float TranslateMix { get { return translateMix; } set { translateMix = value; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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public Slot Target { get { return target; } set { target = value; } }
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public PathConstraintData Data { get { return data; } }
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public PathConstraint (PathConstraintData data, Skeleton skeleton) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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this.data = data;
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bones = new ExposedList<Bone>(data.Bones.Count);
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foreach (BoneData boneData in data.bones)
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bones.Add(skeleton.FindBone(boneData.name));
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target = skeleton.FindSlot(data.target.name);
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position = data.position;
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spacing = data.spacing;
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rotateMix = data.rotateMix;
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translateMix = data.translateMix;
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}
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/// <summary>Applies the constraint to the constrained bones.</summary>
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public void Apply () {
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Update();
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}
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public void Update () {
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PathAttachment attachment = target.Attachment as PathAttachment;
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if (attachment == null) return;
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float rotateMix = this.rotateMix, translateMix = this.translateMix;
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bool translate = translateMix > 0, rotate = rotateMix > 0;
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if (!translate && !rotate) return;
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PathConstraintData data = this.data;
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SpacingMode spacingMode = data.spacingMode;
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bool lengthSpacing = spacingMode == SpacingMode.Length;
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RotateMode rotateMode = data.rotateMode;
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bool tangents = rotateMode == RotateMode.Tangent, scale = rotateMode == RotateMode.ChainScale;
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int boneCount = this.bones.Count, spacesCount = tangents ? boneCount : boneCount + 1;
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Bone[] bonesItems = this.bones.Items;
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ExposedList<float> spaces = this.spaces.Resize(spacesCount), lengths = null;
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float spacing = this.spacing;
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if (scale || lengthSpacing) {
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if (scale) lengths = this.lengths.Resize(boneCount);
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for (int i = 0, n = spacesCount - 1; i < n;) {
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Bone bone = bonesItems[i];
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float setupLength = bone.data.length;
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if (setupLength < PathConstraint.Epsilon) {
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if (scale) lengths.Items[i] = 0;
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spaces.Items[++i] = 0;
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} else {
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float x = setupLength * bone.a, y = setupLength * bone.c;
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float length = (float)Math.Sqrt(x * x + y * y);
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if (scale) lengths.Items[i] = length;
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spaces.Items[++i] = (lengthSpacing ? setupLength + spacing : spacing) * length / setupLength;
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}
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}
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} else {
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for (int i = 1; i < spacesCount; i++)
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spaces.Items[i] = spacing;
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}
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float[] positions = ComputeWorldPositions(attachment, spacesCount, tangents,
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data.positionMode == PositionMode.Percent, spacingMode == SpacingMode.Percent);
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float boneX = positions[0], boneY = positions[1], offsetRotation = data.offsetRotation;
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bool tip;
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if (offsetRotation == 0) {
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tip = rotateMode == RotateMode.Chain;
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} else {
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tip = false;
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Bone p = target.bone;
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offsetRotation *= p.a * p.d - p.b * p.c > 0 ? MathUtils.DegRad : -MathUtils.DegRad;
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}
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for (int i = 0, p = 3; i < boneCount; i++, p += 3) {
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Bone bone = bonesItems[i];
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bone.worldX += (boneX - bone.worldX) * translateMix;
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bone.worldY += (boneY - bone.worldY) * translateMix;
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float x = positions[p], y = positions[p + 1], dx = x - boneX, dy = y - boneY;
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if (scale) {
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float length = lengths.Items[i];
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if (length >= PathConstraint.Epsilon) {
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float s = ((float)Math.Sqrt(dx * dx + dy * dy) / length - 1) * rotateMix + 1;
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bone.a *= s;
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bone.c *= s;
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}
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}
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boneX = x;
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boneY = y;
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if (rotate) {
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float a = bone.a, b = bone.b, c = bone.c, d = bone.d, r, cos, sin;
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if (tangents)
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r = positions[p - 1];
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else if (spaces.Items[i + 1] < PathConstraint.Epsilon)
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r = positions[p + 2];
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else
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r = MathUtils.Atan2(dy, dx);
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r -= MathUtils.Atan2(c, a);
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if (tip) {
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cos = MathUtils.Cos(r);
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sin = MathUtils.Sin(r);
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float length = bone.data.length;
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boneX += (length * (cos * a - sin * c) - dx) * rotateMix;
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boneY += (length * (sin * a + cos * c) - dy) * rotateMix;
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} else {
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r += offsetRotation;
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}
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if (r > MathUtils.PI)
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r -= MathUtils.PI2;
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else if (r < -MathUtils.PI) //
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r += MathUtils.PI2;
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r *= rotateMix;
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cos = MathUtils.Cos(r);
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sin = MathUtils.Sin(r);
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bone.a = cos * a - sin * c;
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bone.b = cos * b - sin * d;
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bone.c = sin * a + cos * c;
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bone.d = sin * b + cos * d;
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}
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bone.appliedValid = false;
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}
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}
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float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
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bool percentSpacing) {
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Slot target = this.target;
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float position = this.position;
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float[] spacesItems = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
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bool closed = path.Closed;
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int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;
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float pathLength;
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if (!path.ConstantSpeed) {
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float[] lengths = path.Lengths;
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curveCount -= closed ? 1 : 2;
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pathLength = lengths[curveCount];
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if (percentPosition) position *= pathLength;
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if (percentSpacing) {
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for (int i = 0; i < spacesCount; i++)
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spacesItems[i] *= pathLength;
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}
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world = this.world.Resize(8).Items;
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for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
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float space = spacesItems[i];
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position += space;
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float p = position;
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if (closed) {
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p %= pathLength;
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if (p < 0) p += pathLength;
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curve = 0;
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} else if (p < 0) {
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if (prevCurve != BEFORE) {
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prevCurve = BEFORE;
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path.ComputeWorldVertices(target, 2, 4, world, 0);
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}
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AddBeforePosition(p, world, 0, output, o);
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continue;
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} else if (p > pathLength) {
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if (prevCurve != AFTER) {
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prevCurve = AFTER;
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path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0);
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}
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AddAfterPosition(p - pathLength, world, 0, output, o);
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continue;
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}
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// Determine curve containing position.
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for (;; curve++) {
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float length = lengths[curve];
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if (p > length) continue;
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if (curve == 0)
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p /= length;
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else {
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float prev = lengths[curve - 1];
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p = (p - prev) / (length - prev);
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}
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break;
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}
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if (curve != prevCurve) {
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prevCurve = curve;
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if (closed && curve == curveCount) {
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path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0);
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path.ComputeWorldVertices(target, 0, 4, world, 4);
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} else
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path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0);
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}
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AddCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], output, o,
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tangents || (i > 0 && space < PathConstraint.Epsilon));
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}
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return output;
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}
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// World vertices.
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if (closed) {
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verticesLength += 2;
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world = this.world.Resize(verticesLength).Items;
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path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0);
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path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4);
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world[verticesLength - 2] = world[0];
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world[verticesLength - 1] = world[1];
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} else {
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curveCount--;
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verticesLength -= 4;
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world = this.world.Resize(verticesLength).Items;
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path.ComputeWorldVertices(target, 2, verticesLength, world, 0);
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}
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// Curve lengths.
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float[] curves = this.curves.Resize(curveCount).Items;
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pathLength = 0;
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float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
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float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
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for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
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cx1 = world[w];
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cy1 = world[w + 1];
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cx2 = world[w + 2];
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cy2 = world[w + 3];
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x2 = world[w + 4];
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y2 = world[w + 5];
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tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
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tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
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dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
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dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375f;
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ddfx = tmpx * 2 + dddfx;
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ddfy = tmpy * 2 + dddfy;
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dfx = (cx1 - x1) * 0.75f + tmpx + dddfx * 0.16666667f;
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dfy = (cy1 - y1) * 0.75f + tmpy + dddfy * 0.16666667f;
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pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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dfx += ddfx;
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dfy += ddfy;
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pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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dfx += ddfx + dddfx;
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dfy += ddfy + dddfy;
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pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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curves[i] = pathLength;
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x1 = x2;
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y1 = y2;
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}
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if (percentPosition) position *= pathLength;
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if (percentSpacing) {
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for (int i = 0; i < spacesCount; i++)
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spacesItems[i] *= pathLength;
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}
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float[] segments = this.segments;
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float curveLength = 0;
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for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
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float space = spacesItems[i];
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position += space;
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float p = position;
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if (closed) {
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p %= pathLength;
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if (p < 0) p += pathLength;
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curve = 0;
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} else if (p < 0) {
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AddBeforePosition(p, world, 0, output, o);
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continue;
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} else if (p > pathLength) {
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AddAfterPosition(p - pathLength, world, verticesLength - 4, output, o);
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continue;
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}
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// Determine curve containing position.
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for (;; curve++) {
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float length = curves[curve];
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if (p > length) continue;
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if (curve == 0)
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p /= length;
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else {
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float prev = curves[curve - 1];
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p = (p - prev) / (length - prev);
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}
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break;
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}
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// Curve segment lengths.
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if (curve != prevCurve) {
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prevCurve = curve;
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int ii = curve * 6;
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x1 = world[ii];
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y1 = world[ii + 1];
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cx1 = world[ii + 2];
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cy1 = world[ii + 3];
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cx2 = world[ii + 4];
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cy2 = world[ii + 5];
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x2 = world[ii + 6];
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y2 = world[ii + 7];
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tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
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tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
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dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
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dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006f;
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ddfx = tmpx * 2 + dddfx;
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ddfy = tmpy * 2 + dddfy;
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dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
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dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
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curveLength = (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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segments[0] = curveLength;
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for (ii = 1; ii < 8; ii++) {
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dfx += ddfx;
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dfy += ddfy;
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ddfx += dddfx;
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ddfy += dddfy;
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curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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segments[ii] = curveLength;
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}
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dfx += ddfx;
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dfy += ddfy;
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curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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segments[8] = curveLength;
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dfx += ddfx + dddfx;
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dfy += ddfy + dddfy;
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curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
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segments[9] = curveLength;
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segment = 0;
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}
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// Weight by segment length.
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p *= curveLength;
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for (;; segment++) {
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float length = segments[segment];
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if (p > length) continue;
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if (segment == 0)
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p /= length;
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else {
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float prev = segments[segment - 1];
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p = segment + (p - prev) / (length - prev);
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
AddCurvePosition(p * 0.1f, x1, y1, cx1, cy1, cx2, cy2, x2, y2, output, o, tangents || (i > 0 && space < PathConstraint.Epsilon));
|
||
|
}
|
||
|
return output;
|
||
|
}
|
||
|
|
||
|
static void AddBeforePosition (float p, float[] temp, int i, float[] output, int o) {
|
||
|
float x1 = temp[i], y1 = temp[i + 1], dx = temp[i + 2] - x1, dy = temp[i + 3] - y1, r = MathUtils.Atan2(dy, dx);
|
||
|
output[o] = x1 + p * MathUtils.Cos(r);
|
||
|
output[o + 1] = y1 + p * MathUtils.Sin(r);
|
||
|
output[o + 2] = r;
|
||
|
}
|
||
|
|
||
|
static void AddAfterPosition (float p, float[] temp, int i, float[] output, int o) {
|
||
|
float x1 = temp[i + 2], y1 = temp[i + 3], dx = x1 - temp[i], dy = y1 - temp[i + 1], r = MathUtils.Atan2(dy, dx);
|
||
|
output[o] = x1 + p * MathUtils.Cos(r);
|
||
|
output[o + 1] = y1 + p * MathUtils.Sin(r);
|
||
|
output[o + 2] = r;
|
||
|
}
|
||
|
|
||
|
static void AddCurvePosition (float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
|
||
|
float[] output, int o, bool tangents) {
|
||
|
if (p < PathConstraint.Epsilon || float.IsNaN(p)) p = PathConstraint.Epsilon;
|
||
|
float tt = p * p, ttt = tt * p, u = 1 - p, uu = u * u, uuu = uu * u;
|
||
|
float ut = u * p, ut3 = ut * 3, uut3 = u * ut3, utt3 = ut3 * p;
|
||
|
float x = x1 * uuu + cx1 * uut3 + cx2 * utt3 + x2 * ttt, y = y1 * uuu + cy1 * uut3 + cy2 * utt3 + y2 * ttt;
|
||
|
output[o] = x;
|
||
|
output[o + 1] = y;
|
||
|
if (tangents)
|
||
|
output[o + 2] = (float)Math.Atan2(y - (y1 * uu + cy1 * ut * 2 + cy2 * tt), x - (x1 * uu + cx1 * ut * 2 + cx2 * tt));
|
||
|
}
|
||
|
}
|
||
|
}
|