/// <summary> /// Gets the tangent at a point along the curve. /// </summary> /// <returns>The tangent at the given time.</returns> /// <param name="coeffs">The precalculated coefficients of the curve.</param> /// <param name="t"> /// The time along the curve, where t=0 is the start point, and t=1 is the end point. Note that t can be extrapolated /// beyond these bounds. /// </param> public static Vector3 GetTangent(this CubicBezierTangentCoefficients coeffs, double t) { Vector3 velocity = (float)(t * t) * coeffs.Coeff1 + ((float)t) * coeffs.Coeff2 + coeffs.Coeff3; // If the velocity is 0, we look at the acceleration of the path to determine which direction the path is about // to travel to. if (velocity.magnitude < float.Epsilon) { Vector3 acceleration = coeffs.GetAcceleration(t); // If acceleration is 0, the entire path is probably a single point. if (acceleration.magnitude < float.Epsilon) { if (coeffs.Coeff1.magnitude < float.Epsilon) { return(Vector3.forward); } return(coeffs.Coeff1.normalized); } return(acceleration.normalized); } return(velocity.normalized); }
/// <summary> /// Gets a normal for a given segment. Note that there are an infinite number of possible normals, this method just /// produces a locally consistent normal. /// </summary> /// <returns>A normal at a given point.</returns> /// <param name="segment">The segment to calculate the tangent of.</param> /// <param name="segment">The precalculated coefficients of the curve.</param> /// <param name="t"> /// The time along the curve, where t=0 is the start point, and t=1 is the end point. Note that t can be extrapolated /// beyond these bounds. /// </param> public static Vector3 GetNormal(this CubicBezierSegment segment, CubicBezierTangentCoefficients coeffs, double t) { Vector3 currentTangent = coeffs.GetTangent(t); Vector3 normal; if (currentTangent == Vector3.zero) { Vector3 acceleration = coeffs.GetAcceleration(t); currentTangent = acceleration; } // The tangent doesn't change, (such in the case of a straight line). // We pick a vector which shouldn't be parallel to the tangent, and // use the cross product with the tangent to find a normal. normal = currentTangent; normal.x = -currentTangent.y; normal.y = -currentTangent.z; normal.z = currentTangent.x; normal = Vector3.Cross(currentTangent, normal).normalized; return(normal); }