public static void Test() { float[] values = { 0f, 1f, 2f, 3f, 4f }; var interpolation = new CatmullRomSpline(values); Debug.Log(interpolation.GetValue(-1f)); Debug.Log(interpolation.GetValue(3.5f)); Debug.Log(interpolation.GetValue(4f)); Debug.Log(interpolation.GetValue(5f)); }
public static void Test() { float[] values = { 0f, 1f, 2f, 3f, 4f }; var interpolation = new CatmullRomSpline(values); Debug.Log(interpolation.GetValue(-1f)); Debug.Log(interpolation.GetValue(3.5f)); Debug.Log(interpolation.GetValue(4f)); Debug.Log(interpolation.GetValue(5f)); }
void LateUpdate() { // Copy rigidbody positions to the line renderer LineRenderer renderer = GetComponent <LineRenderer>(); // No interpolation //for (int i = 0; i < fragmentNum; i++) //{ // renderer.SetPosition(i, fragments[i].transform.position); //} int i; for (i = 0; i < fragmentNum; i++) { Vector3 position = fragments[i].transform.position; xPositions[i] = position.x; yPositions[i] = position.y; zPositions[i] = position.z; } for (i = 0; i < (fragmentNum - 1) * splineFactor + 1; i++) { renderer.SetPosition(i, new Vector3( splineX.GetValue(i / (float)splineFactor), splineY.GetValue(i / (float)splineFactor), splineZ.GetValue(i / (float)splineFactor))); } }
void DrawLines() { for (var i = 0; i < fragmentCount; i++) { var position = fragments[i].transform.position; xPositions[i] = position.x; yPositions[i] = position.y; zPositions[i] = position.z; } for (var i = 0; i < (fragmentCount - 1) * splineFactor + 1; i++) { lineRenderer.SetPosition(i, new Vector3( splineX.GetValue(i / (float)splineFactor), splineY.GetValue(i / (float)splineFactor), splineZ.GetValue(i / (float)splineFactor))); } }