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