/// <summary> /// Calculates the point on the given bezier curve with the specified t parameter. /// </summary> /// <param name="points">The points.</param> /// <param name="t">The t parameter, a value between 0.0f and 1.0f.</param> /// <returns>Resulting point.</returns> public static Vector2 CalculatePoint(IList <Vector2> points, float t) { return(BezierCurve.CalculatePoint(points, t, 0.0f)); }
/// <summary> /// Calculates the length of this bezier curve. /// </summary> /// <param name="precision">The precision.</param> /// <returns>Length of curve.</returns> /// <remarks>The precision gets better as the <paramref name="precision"/> /// value gets smaller.</remarks> public float CalculateLength(float precision) { return(BezierCurve.CalculateLength(points, precision, Parallel)); }
/// <summary> /// Calculates the length of the specified bezier curve. /// </summary> /// <param name="points">The points.</param> /// <param name="precision">The precision value.</param> /// <returns>The precision gets better as the <paramref name="precision"/> /// value gets smaller.</returns> public static float CalculateLength(IList <Vector2> points, float precision) { return(BezierCurve.CalculateLength(points, precision, 0.0f)); }
/// <summary> /// Calculates the point with the specified t. /// </summary> /// <param name="t">The t value, between 0.0f and 1.0f.</param> /// <returns>Resulting point.</returns> public Vector2 CalculatePoint(float t) { return(BezierCurve.CalculatePoint(points, t, Parallel)); }