Monday, June 19, 2006


in AddRing:

int swcnt; // number of vertices in swarm polygon
int swidx; // index of swarm polygon's current vertex
int swrad; // radius of swarm polygon, in pixels

double theta = (PI * 2) * (double(swidx) / swcnt); // can be better optimized
Ring.Shift.x += sin(theta) * swrad;
Ring.Shift.y += cos(theta) * swrad;
swidx %= swcnt; // can be better optimized

NOTE that this feature requires the skew curve fix (see above), otherwise curves will be horribly distorted.

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