local Start_New_Spline, Calculate_Point_on_Spline, Recalculate_Old_Spline
do
local current_spline_params
local function Start_New_Spline(froms, tos)
current_spline_params = {d=0, froms=froms, h=tos-froms, last_v=0}
end
local function Calculate_Point_on_Spline(v) -- v = 0...1
v = v < 0 and 0 or v > 1 and 1 or v
local d = current_spline_params.d
local h = current_spline_params.h
local froms = current_spline_params.froms
current_spline_params.last_v = v
return (((d-2*h)*v+3*h-2*d)*v+d)*v+froms
end
local function Recalculate_Old_Spline(new_tos)
local d = current_spline_params.d
local v = current_spline_params.last_v
local h = current_spline_params.h
local froms = current_spline_params.froms
froms = (((d-2*h)*v+3*h-2*d)*v+d)*v+froms
d = ((3*d-6*h)*v+6*h-4*d)*v+d
current_spline_params = {d=d, froms=froms, h=new_tos-froms, last_v=0}
end
end
根据您的价值观的使用示例:
Start_New_Spline(0.5, 1) -- "mins" is 0.5, "maxs" is 1
local inside_spline = true
while inside_spline do
local goal_has_changed = false
for time = 0, 1, 0.015625 do -- time = 0...1
-- It's time to draw next frame
goal_has_changed = set to true when goal is changed
if goal_has_changed then
-- time == 0.5 -> s == 0.75, suddenly "maxs" is jerked up to 0.25
Recalculate_Old_Spline(0.25) -- 0.25 is the new goal
-- after recalculation, "time" must be started again from zero
break -- exiting this loop
end
local s = Calculate_Point_on_Spline(time) -- s = mins...maxs
Draw_something_at_position(s)
wait()
end
if not goal_has_changed then
inside_spline = false
end
end