public static Vector3 InterpConstantSpeed(Spline.Path pts, float t, EasingType ease, bool easeIn, bool easeOut) { t = Spline.Ease(t, ease, easeIn, easeOut); 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)); }
private static float Ease(float t, EasingType ease, bool easeIn) { return(Spline.Ease(t, ease, easeIn, true)); }
private static float Ease(float t) { return(Spline.Ease(t, EasingType.Linear)); }