mirror of https://github.com/axmolengine/axmol.git
292 lines
8.5 KiB
C++
292 lines
8.5 KiB
C++
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#include "GPath.h"
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NS_FGUI_BEGIN
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USING_NS_CC;
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static std::vector<cocos2d::Vec3> splinePoints;
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GPathPoint::GPathPoint(const Vec3& pos)
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{
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this->pos = pos;
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this->control1 = Vec3::ZERO;
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this->control2 = Vec3::ZERO;
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this->curveType = CurveType::CRSpline;
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}
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GPathPoint::GPathPoint(const Vec3& pos, const Vec3& control)
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{
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this->pos = pos;
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this->control1 = control;
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this->control2 = Vec3::ZERO;
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this->curveType = CurveType::Bezier;
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}
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GPathPoint::GPathPoint(const Vec3& pos, const Vec3& control1, const Vec3& control2)
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{
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this->pos = pos;
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this->control1 = control1;
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this->control2 = control2;
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this->curveType = CurveType::CubicBezier;
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}
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GPathPoint::GPathPoint(const Vec3& pos, CurveType curveType)
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{
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this->pos = pos;
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this->control1 = Vec3::ZERO;
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this->control2 = Vec3::ZERO;
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this->curveType = curveType;
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}
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GPath::GPath()
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: _fullLength(0)
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{
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}
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void GPath::create(GPathPoint* points, int count)
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{
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_segments.clear();
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_points.clear();
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splinePoints.clear();
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_fullLength = 0;
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if (count == 0)
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return;
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const GPathPoint* prev = points;
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if (prev->curveType == GPathPoint::CurveType::CRSpline)
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splinePoints.push_back(prev->pos);
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for (int i = 1; i < count; i++)
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{
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const GPathPoint* current = points + i;
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if (prev->curveType != GPathPoint::CurveType::CRSpline)
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{
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Segment seg;
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seg.type = prev->curveType;
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seg.ptStart = (int)_points.size();
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if (prev->curveType == GPathPoint::CurveType::Straight)
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{
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seg.ptCount = 2;
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_points.push_back(prev->pos);
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_points.push_back(current->pos);
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}
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else if (prev->curveType == GPathPoint::CurveType::Bezier)
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{
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seg.ptCount = 3;
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_points.push_back(prev->pos);
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_points.push_back(current->pos);
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_points.push_back(prev->control1);
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}
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else if (prev->curveType == GPathPoint::CurveType::CubicBezier)
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{
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seg.ptCount = 4;
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_points.push_back(prev->pos);
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_points.push_back(current->pos);
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_points.push_back(prev->control1);
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_points.push_back(prev->control2);
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}
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seg.length = prev->pos.distance(current->pos);
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_fullLength += seg.length;
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_segments.push_back(seg);
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}
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if (current->curveType != GPathPoint::CurveType::CRSpline)
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{
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if (splinePoints.size() > 0)
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{
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splinePoints.push_back(current->pos);
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createSplineSegment();
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}
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}
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else
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splinePoints.push_back(current->pos);
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prev = current;
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}
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if (splinePoints.size() > 1)
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createSplineSegment();
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}
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void GPath::createSplineSegment()
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{
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int cnt = (int)splinePoints.size();
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splinePoints.insert(splinePoints.begin(), splinePoints[0]);
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splinePoints.push_back(splinePoints[cnt]);
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splinePoints.push_back(splinePoints[cnt]);
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cnt += 3;
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Segment seg;
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seg.type = GPathPoint::CurveType::CRSpline;
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seg.ptStart = (int)_points.size();
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seg.ptCount = cnt;
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for (auto& it : splinePoints)
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_points.push_back(it);
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seg.length = 0;
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for (int i = 1; i < cnt; i++)
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seg.length += splinePoints[i - 1].distance(splinePoints[i]);
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_fullLength += seg.length;
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_segments.push_back(seg);
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splinePoints.clear();
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}
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void GPath::clear()
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{
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_segments.clear();
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_points.clear();
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}
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Vec3 GPath::getPointAt(float t)
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{
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t = clampf(t, 0, 1);
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int cnt = (int)_segments.size();
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if (cnt == 0)
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return Vec3::ZERO;
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Segment seg;
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if (t == 1)
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{
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seg = _segments[cnt - 1];
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if (seg.type == GPathPoint::CurveType::Straight)
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return _points[seg.ptStart].lerp(_points[seg.ptStart + 1], t);
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else if (seg.type == GPathPoint::CurveType::Bezier || seg.type == GPathPoint::CurveType::CubicBezier)
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return onBezierCurve(seg.ptStart, seg.ptCount, t);
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else
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return onCRSplineCurve(seg.ptStart, seg.ptCount, t);
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}
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float len = t * _fullLength;
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Vec3 pt;
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for (int i = 0; i < cnt; i++)
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{
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seg = _segments[i];
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len -= seg.length;
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if (len < 0)
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{
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t = 1 + len / seg.length;
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if (seg.type == GPathPoint::CurveType::Straight)
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pt = _points[seg.ptStart].lerp(_points[seg.ptStart + 1], t);
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else if (seg.type == GPathPoint::CurveType::Bezier || seg.type == GPathPoint::CurveType::CubicBezier)
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pt = onBezierCurve(seg.ptStart, seg.ptCount, t);
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else
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pt = onCRSplineCurve(seg.ptStart, seg.ptCount, t);
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break;
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}
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}
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return pt;
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}
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float GPath::getSegmentLength(int segmentIndex)
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{
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return _segments[segmentIndex].length;
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}
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void GPath::getPointsInSegment(int segmentIndex, float t0, float t1,
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std::vector<cocos2d::Vec3>& points, std::vector<float>* ts, float pointDensity)
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{
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if (ts != nullptr)
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ts->push_back(t0);
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Segment seg = _segments[segmentIndex];
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if (seg.type == GPathPoint::CurveType::Straight)
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{
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points.push_back(_points[seg.ptStart].lerp(_points[seg.ptStart + 1], t0));
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points.push_back(_points[seg.ptStart].lerp(_points[seg.ptStart + 1], t1));
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}
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else if (seg.type == GPathPoint::CurveType::Bezier || seg.type == GPathPoint::CurveType::CubicBezier)
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{
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points.push_back(onBezierCurve(seg.ptStart, seg.ptCount, t0));
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int SmoothAmount = (int)MIN(seg.length * pointDensity, 50);
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for (int j = 0; j <= SmoothAmount; j++)
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{
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float t = (float)j / SmoothAmount;
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if (t > t0 && t < t1)
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{
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points.push_back(onBezierCurve(seg.ptStart, seg.ptCount, t));
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if (ts != nullptr)
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ts->push_back(t);
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}
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}
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points.push_back(onBezierCurve(seg.ptStart, seg.ptCount, t1));
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}
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else
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{
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points.push_back(onCRSplineCurve(seg.ptStart, seg.ptCount, t0));
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int SmoothAmount = (int)MIN(seg.length * pointDensity, 50);
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for (int j = 0; j <= SmoothAmount; j++)
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{
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float t = (float)j / SmoothAmount;
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if (t > t0 && t < t1)
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{
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points.push_back(onCRSplineCurve(seg.ptStart, seg.ptCount, t));
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if (ts != nullptr)
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ts->push_back(t);
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}
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}
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points.push_back(onCRSplineCurve(seg.ptStart, seg.ptCount, t1));
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}
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if (ts != nullptr)
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ts->push_back(t1);
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}
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void GPath::getAllPoints(std::vector<cocos2d::Vec3>& points, float pointDensity)
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{
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int cnt = (int)_segments.size();
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for (int i = 0; i < cnt; i++)
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getPointsInSegment(i, 0, 1, points, nullptr, pointDensity);
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}
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static float repeat(float t, float length)
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{
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return t - floor(t / length) * length;
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}
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Vec3 GPath::onCRSplineCurve(int ptStart, int ptCount, float t)
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{
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int adjustedIndex = floor(t * (ptCount - 4)) + ptStart; //Since the equation works with 4 points, we adjust the starting point depending on t to return a point on the specific segment
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Vec3 result;
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Vec3 p0 = _points[adjustedIndex];
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Vec3 p1 = _points[adjustedIndex + 1];
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Vec3 p2 = _points[adjustedIndex + 2];
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Vec3 p3 = _points[adjustedIndex + 3];
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float adjustedT = (t == 1.f) ? 1.f : repeat(t * (ptCount - 4), 1.f); // Then we adjust t to be that value on that new piece of segment... for t == 1f don't use repeat (that would return 0f);
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float t0 = ((-adjustedT + 2.f) * adjustedT - 1.f) * adjustedT * 0.5f;
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float t1 = (((3.f * adjustedT - 5.f) * adjustedT) * adjustedT + 2.f) * 0.5f;
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float t2 = ((-3.f * adjustedT + 4.f) * adjustedT + 1.f) * adjustedT * 0.5f;
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float t3 = ((adjustedT - 1.f) * adjustedT * adjustedT) * 0.5f;
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result.x = p0.x * t0 + p1.x * t1 + p2.x * t2 + p3.x * t3;
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result.y = p0.y * t0 + p1.y * t1 + p2.y * t2 + p3.y * t3;
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result.z = p0.z * t0 + p1.z * t1 + p2.z * t2 + p3.z * t3;
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return result;
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}
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Vec3 GPath::onBezierCurve(int ptStart, int ptCount, float t)
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{
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float t2 = 1.0f - t;
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Vec3 p0 = _points[ptStart];
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Vec3 p1 = _points[ptStart + 1];
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Vec3 cp0 = _points[ptStart + 2];
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if (ptCount == 4)
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{
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Vec3 cp1 = _points[ptStart + 3];
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return t2 * t2 * t2 * p0 + 3.f * t2 * t2 * t * cp0 + 3.f * t2 * t * t * cp1 + t * t * t * p1;
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}
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else
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return t2 * t2 * p0 + 2.f * t2 * t * cp0 + t * t * p1;
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}
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NS_FGUI_END
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