private float SpeedRightSquare(float k) { Accelaration acc = GetComponent <Accelaration>(); float topside = (acc.t3 - acc.t2) + (acc.t4 - acc.t3 + acc.t2 - acc.t1) * (1 - k); float bottomside = acc.t4 - acc.t1; return((topside + bottomside) / 2 * k); }
private float SpeedLeftSquare(float k) { Accelaration acc = GetComponent <Accelaration>(); float topside = (acc.z3 - acc.z2) + (acc.z4 - acc.z3 + acc.z2 - acc.z1) * (1 - k); float bottomside = acc.z4 - acc.z1; return((topside + bottomside) / 2 * k); }
private float SpeedMiddleSquare(float k) { Accelaration acc = GetComponent <Accelaration>(); float topside = (acc.o3 - acc.o2) + (acc.o4 - acc.o3 + acc.o2 - acc.o1) * (1 - k); float bottomside = acc.o4 - acc.o1; return((topside + bottomside) / 2 * k); }
private float SpeedRightCenter(float k) { Accelaration acc = GetComponent <Accelaration>(); float topside = (acc.t3 - acc.t2) + (acc.t4 - acc.t3 + acc.t2 - acc.t1) * (1 - k);; float bottomside = acc.t4 - acc.t1; float leftside = (acc.t2 - acc.t1) * k * (acc.t2 - acc.t1) * k + k * k; float rightside = (acc.t4 - acc.t3) * k * (acc.t4 - acc.t3) * k + k * k; return(bottomside / 2 + (2 * topside + bottomside) * (leftside - rightside) / (6 * (bottomside * bottomside - topside * topside)) + acc.t1); }