Ejemplo n.º 1
0
        public Vec3 Evaluate(float amount, CurveType type)
        {
            if (m_points.Count < 2)
            {
                throw new ArgumentException("Number of CurverPoint is less than 2");
            }
            //Evaluate Point Only At particular time

            //Find Which "Pair" that we want to calculate
            var tr    = 1.0f / (m_points.Count - 1);
            var tIdxF = UMath.LerpPercent(amount - 0.0000001f, 0.0f, tr);
            var tIdx  = (int)UMath.Floor(tIdxF);
            var r     = tIdxF - tIdx;

            //Get Point
            var p0 = m_points[tIdx].point;
            var p1 = m_points[tIdx].handleB;
            var p2 = m_points[tIdx + 1].handleA;
            var p3 = m_points[tIdx + 1].point;

            //Apply calculation
            var u  = 1f - r;
            var u2 = u * u;
            var u3 = u2 * u;

            var r2 = r * r;
            var r3 = r2 * r;

            switch (type)
            {
            case CurveType.Linear:
                return(p0 + (p1 - p0) * r);

            case CurveType.Bezier:
                return(u3 * p0 + (3f * u2 * r) * p1 + (3f * u * r2) * p2 + r3 * p3);

            case CurveType.CatmullRom:
                return(0.5f * (2.0f * p0 + (p3 - p1) * r + (2.0f * p1 - 5.0f * p0 + 4.0f * p3 - p2) * r2 + (-p1 + 3.0f * p0 - 3.0f * p3 + p2) * r3));

            case CurveType.Hermite:
                return((2 * p0 - 2 * p3 + p3 + p1) * r3 + (3 * p3 - 3 * p0 - 2 * p1 - p2) * r2 + p1 * r + p0);

            default:
                throw new ArgumentException("Something Goes Wrong");
            }
        }