public static Vector3 Velocity(Path pts, float t, Easing.EaseType easeType = Easing.EaseType.linear) { t = Easing.ease(easeType, t); if (pts.Length == 0) { return(Vector3.zero); } else if (pts.Length == 1) { return(pts[0]); } else if (pts.Length == 2) { return(Vector3.Lerp(pts[0], pts[1], t)); } else if (pts.Length == 3) { return(QuadBez.Velocity(pts[0], pts[2], pts[1], t)); } else if (pts.Length == 4) { return(CubicBez.Velocity(pts[0], pts[3], pts[1], pts[2], t)); } else { return(CRSpline.Velocity(Wrap(pts), t)); } }
public static Vector3 InterpConstantSpeed(Spline.Path pts, float t, Easing.EaseType easeType = Easing.EaseType.linear) { t = Easing.ease(easeType, t, 0f, 1f); if (pts.Length == 0) { return(Vector3.zero); } if (pts.Length == 1) { return(pts[0]); } if (pts.Length == 2) { return(Vector3.Lerp(pts[0], pts[1], t)); } if (pts.Length == 3) { return(QuadBez.Interp(pts[0], pts[2], pts[1], t)); } if (pts.Length == 4) { return(CubicBez.Interp(pts[0], pts[3], pts[1], pts[2], t)); } return(CRSpline.InterpConstantSpeed(Spline.Wrap(pts), t)); }
public static Vector3 Velocity(Path pts, float t, EasingType ease = EasingType.Linear, bool easeIn = true, bool easeOut = true) { t = Ease(t); if (pts.Length == 0) { return(Vector3.zero); } else if (pts.Length == 1) { return(pts[0]); } else if (pts.Length == 2) { return(Vector3.Lerp(pts[0], pts[1], t)); } else if (pts.Length == 3) { return(QuadBez.Velocity(pts[0], pts[2], pts[1], t)); } else if (pts.Length == 4) { return(CubicBez.Velocity(pts[0], pts[3], pts[1], pts[2], t)); } else { return(CRSpline.Velocity(Wrap(pts), t)); } }
public static Vector3 InterpConstantSpeed(Path pts, float t, EasingType ease, bool easeIn, bool easeOut) { t = Ease(t, ease, easeIn, easeOut); if (pts.Length == 0) { return(Vector3.zero); } else if (pts.Length == 1) { return(pts[0]); } else if (pts.Length == 2) { return(Vector3.Lerp(pts[0], pts[1], t)); } else if (pts.Length == 3) { return(QuadBez.Interp(pts[0], pts[2], pts[1], t)); } else if (pts.Length == 4) { return(CubicBez.Interp(pts[0], pts[3], pts[1], pts[2], t)); } else { return(CRSpline.InterpConstantSpeed(Wrap(pts), t)); } }
public static void GizmoDraw(Vector3 st, Vector3 en, Vector3 ctrl1, Vector3 ctrl2, float t) { Gizmos.color = Color.red; Gizmos.DrawLine(st, ctrl1); Gizmos.DrawLine(ctrl2, en); Gizmos.color = Color.white; Vector3 to = st; for (int i = 1; i <= 20; i++) { float t2 = (float)i / 20f; Vector3 vector = CubicBez.Interp(st, en, ctrl1, ctrl2, t2); Gizmos.DrawLine(vector, to); to = vector; } Gizmos.color = Color.blue; Vector3 vector2 = CubicBez.Interp(st, en, ctrl1, ctrl2, t); Gizmos.DrawLine(vector2, vector2 + CubicBez.Velocity(st, en, ctrl1, ctrl2, t)); }