blob: 61e7835fa2d6cd2efa5fb6a0cddc2c260804ba2d [file] [log] [blame]
part of sprites;
Point _cardinalSplineAt(Point p0, Point p1, Point p2, Point p3, double tension, double t) {
double t2 = t * t;
double t3 = t2 * t;
double s = (1.0 - tension) / 2.0;
double b1 = s * ((-t3 + (2.0 * t2)) - t);
double b2 = s * (-t3 + t2) + (2.0 * t3 - 3.0 * t2 + 1.0);
double b3 = s * (t3 - 2.0 * t2 + t) + (-2.0 * t3 + 3.0 * t2);
double b4 = s * (t3 - t2);
double x = p0.x * b1 + p1.x * b2 + p2.x * b3 + p3.x * b4;
double y = p0.y * b1 + p1.y * b2 + p2.y * b3 + p3.y * b4;
return new Point(x, y);
}
class ActionSpline extends ActionInterval {
ActionSpline(this.setter, this.points, double duration, [Curve curve]) : super(duration, curve) {
_dt = 1.0 / (points.length - 1.0);
}
final Function setter;
final List<Point> points;
double _dt;
void update(double t) {
double tension = 0.5;
int p;
double lt;
if (t < 0.0) t = 0.0;
if (t >= 1.0) {
p = points.length - 1;
lt = 1.0;
} else {
p = (t / _dt).floor();
lt = (t - _dt * p) / _dt;
}
Point p0 = points[(p - 1).clamp(0, points.length - 1)];
Point p1 = points[(p + 0).clamp(0, points.length - 1)];
Point p2 = points[(p + 1).clamp(0, points.length - 1)];
Point p3 = points[(p + 2).clamp(0, points.length - 1)];
Point newPos = _cardinalSplineAt(p0, p1, p2, p3, tension, lt);
setter(newPos);
}
}