Spine.PathConstraint.ComputeWorldPositions C# (CSharp) Method

ComputeWorldPositions() private method

private ComputeWorldPositions ( PathAttachment path, int spacesCount, bool tangents, bool percentPosition, bool percentSpacing ) : float[]
path PathAttachment
spacesCount int
tangents bool
percentPosition bool
percentSpacing bool
return float[]
		float[] ComputeWorldPositions (PathAttachment path, int spacesCount, bool tangents, bool percentPosition,
			bool percentSpacing) {

			Slot target = this.target;
			float position = this.position;
			float[] spaces = this.spaces.Items, output = this.positions.Resize(spacesCount * 3 + 2).Items, world;
			bool closed = path.Closed;
			int verticesLength = path.WorldVerticesLength, curveCount = verticesLength / 6, prevCurve = NONE;

			float pathLength;
			if (!path.ConstantSpeed) {
				float[] lengths = path.Lengths;
				curveCount -= closed ? 1 : 2;
				pathLength = lengths[curveCount];
				if (percentPosition) position *= pathLength;
				if (percentSpacing) {
					for (int i = 0; i < spacesCount; i++)
						spaces[i] *= pathLength;
				}
				world = this.world.Resize(8).Items;
				for (int i = 0, o = 0, curve = 0; i < spacesCount; i++, o += 3) {
					float space = spaces[i];
					position += space;
					float p = position;

					if (closed) {
						p %= pathLength;
						if (p < 0) p += pathLength;
						curve = 0;
					} else if (p < 0) {
						if (prevCurve != BEFORE) {
							prevCurve = BEFORE;
							path.ComputeWorldVertices(target, 2, 4, world, 0);
						}
						AddBeforePosition(p, world, 0, output, o);
						continue;
					} else if (p > pathLength) {
						if (prevCurve != AFTER) {
							prevCurve = AFTER;
							path.ComputeWorldVertices(target, verticesLength - 6, 4, world, 0);
						}
						AddAfterPosition(p - pathLength, world, 0, output, o);
						continue;
					}

					// Determine curve containing position.
					for (;; curve++) {
						float length = lengths[curve];
						if (p > length) continue;
						if (curve == 0)
							p /= length;
						else {
							float prev = lengths[curve - 1];
							p = (p - prev) / (length - prev);
						}
						break;
					}
					if (curve != prevCurve) {
						prevCurve = curve;
						if (closed && curve == curveCount) {
							path.ComputeWorldVertices(target, verticesLength - 4, 4, world, 0);
							path.ComputeWorldVertices(target, 0, 4, world, 4);
						} else
							path.ComputeWorldVertices(target, curve * 6 + 2, 8, world, 0);
					}
					AddCurvePosition(p, world[0], world[1], world[2], world[3], world[4], world[5], world[6], world[7], output, o,
						tangents || (i > 0 && space == 0));
				}
				return output;
			}

			// World vertices.
			if (closed) {
				verticesLength += 2;
				world = this.world.Resize(verticesLength).Items;
				path.ComputeWorldVertices(target, 2, verticesLength - 4, world, 0);
				path.ComputeWorldVertices(target, 0, 2, world, verticesLength - 4);
				world[verticesLength - 2] = world[0];
				world[verticesLength - 1] = world[1];
			} else {
				curveCount--;
				verticesLength -= 4;
				world = this.world.Resize(verticesLength).Items;
				path.ComputeWorldVertices(target, 2, verticesLength, world, 0);
			}

			// Curve lengths.
			float[] curves = this.curves.Resize(curveCount).Items;
			pathLength = 0;
			float x1 = world[0], y1 = world[1], cx1 = 0, cy1 = 0, cx2 = 0, cy2 = 0, x2 = 0, y2 = 0;
			float tmpx, tmpy, dddfx, dddfy, ddfx, ddfy, dfx, dfy;
			for (int i = 0, w = 2; i < curveCount; i++, w += 6) {
				cx1 = world[w];
				cy1 = world[w + 1];
				cx2 = world[w + 2];
				cy2 = world[w + 3];
				x2 = world[w + 4];
				y2 = world[w + 5];
				tmpx = (x1 - cx1 * 2 + cx2) * 0.1875f;
				tmpy = (y1 - cy1 * 2 + cy2) * 0.1875f;
				dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.09375f;
				dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.09375f;
				ddfx = tmpx * 2 + dddfx;
				ddfy = tmpy * 2 + dddfy;
				dfx = (cx1 - x1) * 0.75f + tmpx + dddfx * 0.16666667f;
				dfy = (cy1 - y1) * 0.75f + tmpy + dddfy * 0.16666667f;
				pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
				dfx += ddfx;
				dfy += ddfy;
				ddfx += dddfx;
				ddfy += dddfy;
				pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
				dfx += ddfx;
				dfy += ddfy;
				pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
				dfx += ddfx + dddfx;
				dfy += ddfy + dddfy;
				pathLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
				curves[i] = pathLength;
				x1 = x2;
				y1 = y2;
			}
			if (percentPosition) position *= pathLength;
			if (percentSpacing) {
				for (int i = 0; i < spacesCount; i++)
					spaces[i] *= pathLength;
			}

			float[] segments = this.segments;
			float curveLength = 0;
			for (int i = 0, o = 0, curve = 0, segment = 0; i < spacesCount; i++, o += 3) {
				float space = spaces[i];
				position += space;
				float p = position;

				if (closed) {
					p %= pathLength;
					if (p < 0) p += pathLength;
					curve = 0;
				} else if (p < 0) {
					AddBeforePosition(p, world, 0, output, o);
					continue;
				} else if (p > pathLength) {
					AddAfterPosition(p - pathLength, world, verticesLength - 4, output, o);
					continue;
				}

				// Determine curve containing position.
				for (;; curve++) {
					float length = curves[curve];
					if (p > length) continue;
					if (curve == 0)
						p /= length;
					else {
						float prev = curves[curve - 1];
						p = (p - prev) / (length - prev);
					}
					break;
				}

				// Curve segment lengths.
				if (curve != prevCurve) {
					prevCurve = curve;
					int ii = curve * 6;
					x1 = world[ii];
					y1 = world[ii + 1];
					cx1 = world[ii + 2];
					cy1 = world[ii + 3];
					cx2 = world[ii + 4];
					cy2 = world[ii + 5];
					x2 = world[ii + 6];
					y2 = world[ii + 7];
					tmpx = (x1 - cx1 * 2 + cx2) * 0.03f;
					tmpy = (y1 - cy1 * 2 + cy2) * 0.03f;
					dddfx = ((cx1 - cx2) * 3 - x1 + x2) * 0.006f;
					dddfy = ((cy1 - cy2) * 3 - y1 + y2) * 0.006f;
					ddfx = tmpx * 2 + dddfx;
					ddfy = tmpy * 2 + dddfy;
					dfx = (cx1 - x1) * 0.3f + tmpx + dddfx * 0.16666667f;
					dfy = (cy1 - y1) * 0.3f + tmpy + dddfy * 0.16666667f;
					curveLength = (float)Math.Sqrt(dfx * dfx + dfy * dfy);
					segments[0] = curveLength;
					for (ii = 1; ii < 8; ii++) {
						dfx += ddfx;
						dfy += ddfy;
						ddfx += dddfx;
						ddfy += dddfy;
						curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
						segments[ii] = curveLength;
					}
					dfx += ddfx;
					dfy += ddfy;
					curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
					segments[8] = curveLength;
					dfx += ddfx + dddfx;
					dfy += ddfy + dddfy;
					curveLength += (float)Math.Sqrt(dfx * dfx + dfy * dfy);
					segments[9] = curveLength;
					segment = 0;
				}

				// Weight by segment length.
				p *= curveLength;
				for (;; segment++) {
					float length = segments[segment];
					if (p > length) continue;
					if (segment == 0)
						p /= length;
					else {
						float prev = segments[segment - 1];
						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 == 0));
			}
			return output;
		}