/// <summary> /// get the velocity vector on the line at value t in world space /// </summary> /// <param name="t"></param> /// <returns></returns> public Vector3 GetVelocity(float t) { return(transform.TransformPoint(Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position); //we don't a location, subtract position }
/// <summary> /// get a point on the curve at value t in worldspace /// </summary> /// <param name="t"></param> /// <returns></returns> public Vector3 GetPoint(float t) { return(transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t))); }