public static IsNearBezier ( Vector2 p, BezierPoint point1, BezierPoint point2, float rad ) : bool | ||
p | Vector2 | |
point1 | BezierPoint | |
point2 | BezierPoint | |
rad | float | |
return | bool |
public void test() { float startTime = Time.realtimeSinceStartup; float w = 100; float h = 100; Drawing.BezierPoint p1 = new Drawing.BezierPoint(new Vector2(10, 0), new Vector2(5, 20), new Vector2(20, 0)); Drawing.BezierPoint p2 = new Drawing.BezierPoint(new Vector2(50, 10), new Vector2(40, 20), new Vector2(60, -10)); Drawing.BezierCurve c = new Drawing.BezierCurve(p1.main, p1.control2, p2.control1, p2.main); p1.curve2 = c; p2.curve1 = c; Vector2 elapsedTime = new Vector2((Time.realtimeSinceStartup - startTime) * 10, 0); float startTime2 = Time.realtimeSinceStartup; for (int i = 0; i < w * h; i++) { Mathfx.IsNearBezier(new Vector2(Random.value * 80, Random.value * 30), p1, p2, 10); } Vector2 elapsedTime2 = new Vector2((Time.realtimeSinceStartup - startTime2) * 10, 0); Debug.Log("Drawing took " + elapsedTime.ToString() + " " + elapsedTime2.ToString()); }