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- using UnityEngine;
-
- public static class Bezier {
-
- public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, float t) {
- t = Mathf.Clamp01(t);
- float oneMinusT = 1f - t;
- return
- oneMinusT * oneMinusT * p0 +
- 2f * oneMinusT * t * p1 +
- t * t * p2;
- }
-
- public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, float t) {
- return
- 2f * (1f - t) * (p1 - p0) +
- 2f * t * (p2 - p1);
- }
-
- public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
- t = Mathf.Clamp01(t);
- float OneMinusT = 1f - t;
- return
- OneMinusT * OneMinusT * OneMinusT * p0 +
- 3f * OneMinusT * OneMinusT * t * p1 +
- 3f * OneMinusT * t * t * p2 +
- t * t * t * p3;
- }
-
- public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
- t = Mathf.Clamp01(t);
- float oneMinusT = 1f - t;
- return
- 3f * oneMinusT * oneMinusT * (p1 - p0) +
- 6f * oneMinusT * t * (p2 - p1) +
- 3f * t * t * (p3 - p2);
- }
- }
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