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return object
end
self . rootNode = rootNode
self . angularVelocity = 0
self . currentAngle = 0
self . nodePositionsDirty = false
self . ringNodes = { }
end
if radius ~= self . radius then
self . radius = radius
self . nodePositionsDirty = true
end
end
return node . ringPadding
end
if radians ~= node . ringPadding then
node . ringPadding = radians
self . nodePositionsDirty = true
end
end
if self . nodePositionsDirty then
self . nodePositionsDirty = false
local totalPadding = 0
totalPadding = totalPadding + node . ringPadding
end
--padding is on both side of a node
totalPadding = totalPadding * 2
local nodeArcSize = ( 2 * math . pi - totalPadding ) / # self . ringNodes
local currentAngle = 0
local nextNodeIndex = i % # self . ringNodes + 1
local nextNode = self . ringNodes [ nextNodeIndex ]
currentAngle = currentAngle + nodeArcSize + node . ringPadding + nextNode . ringPadding
end
end
end
node . ringPadding = 0
self . nodePositionsDirty = true
end
self . angularVelocity = radiansPerSecond
end
return self . currentAngle
end
self . currentAngle = angle % ( 2 * math . pi )
end
local closestNode
local closestDistance
if distance > math . pi then
distance = 2 * math . pi - distance
end
if not closestNode or distance < closestDistance then
closestNode = node
closestDistance = distance
end
end
return closestNode
end
if currentNode == node then
return self . ringNodes [ i % # self . ringNodes + 1 ]
end
end
end
if currentNode == node then
local prevIndex = i - 1
if prevIndex == 0 then
prevIndex = # self . ringNodes
end
return self . ringNodes [ prevIndex ]
end
end
end
return self . angularVelocity
end
self . currentAngle = self . currentAngle + self . angularVelocity * delta
end
end |