public static Vector3 Interp(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.Interp(Spline.Wrap(pts), t)); }
public static void GizmoDraw(Vector3[] pts, float t) { Gizmos.color = Color.white; Vector3 to = CRSpline.Interp(pts, 0f); for (int i = 1; i <= 20; i++) { float t2 = (float)i / 20f; Vector3 vector = CRSpline.Interp(pts, t2); Gizmos.DrawLine(vector, to); to = vector; } Gizmos.color = Color.blue; Vector3 vector2 = CRSpline.Interp(pts, t); Gizmos.DrawLine(vector2, vector2 + CRSpline.Velocity(pts, t)); }