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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);
}
}