public static DerivOnBezier ( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t ) : Vector3 | ||
p0 | Vector3 | |
p1 | Vector3 | |
p2 | Vector3 | |
p3 | Vector3 | |
t | float | |
return | Vector3 |
private Vector3 GetDerivRaw(float t) { int base_coord = (int)t * 3; if (base_coord + 4 > points.Length || base_coord < 0) { return(Vector3.zero); } float t_sub = t - (int)t; return(Bezier.DerivOnBezier(points[base_coord], points[base_coord + 1], points[base_coord + 2], points[base_coord + 3], t_sub)); }