/*  Bezerp
     *  Input - none
     *  Output - Start & end Bezier curves
     *  Creates a minor curve connecting the start and end positions of a free form.
     */
    public void Bezerp()
    {
        #region Start Curve Bezier
        Vector3   virtL      = leftPoints[1] + (leftPoints[1] - leftPoints[2]);
        Vector3   virtR      = rightPoints[0] + (rightPoints[0] - rightPoints[1]);
        Vector3[] startVerts = { leftPoints[0], virtL, virtR, rightPoints[0] };
        for (float f = .75f; f > 0f; f -= .25f)
        {
            finalPoints.Insert(0, GeometryUtil.Bezerp(startVerts, f));
        }
        #endregion


        #region End Curve Bezier
        virtL = leftPoints[leftPoints.Count - 1] + (leftPoints[leftPoints.Count - 1] - leftPoints[leftPoints.Count - 2]);
        virtR = rightPoints[rightPoints.Count - 1] + (rightPoints[rightPoints.Count - 1] - rightPoints[rightPoints.Count - 2]);
        Vector3[] endVerts = { leftPoints[leftPoints.Count - 1], virtL, virtR, rightPoints[rightPoints.Count - 1] };

        for (float f = .9f; f >= .1f; f -= .1f)
        {
            finalPoints.Insert(0, GeometryUtil.Bezerp(endVerts, f));
        }
        #endregion
        finalPoints.AddRange(rightPoints);
        finalPoints.AddRange(Enumerable.Reverse(leftPoints));
    }
Exemple #2
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    public Vector3[] smoothVerts(int res)
    {
        Vector3[] verts   = new Vector3[res + 1];
        Vector3[] control = new Vector3[points.Count];

        for (int i = 0; i < points.Count; ++i)
        {
            control[i] = points[i].position;
        }

        for (int i = 0; i <= res; ++i)
        {
            verts[i] = GeometryUtil.Bezerp(control, (float)i / (float)res);
        }

        return(verts);
    }