/// <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> /// <param name="up"> /// The direction the normal should try to match. /// </param> public static Vector3 GetNormal(this CubicBezierSegment segment, CubicBezierTangentCoefficients coeffs, double t, Vector3 up) { Vector3 baseNormal = segment.GetNormal(coeffs, t); Vector3 tangent = coeffs.GetTangent(t); Vector3 upNormal = Vector3.Cross(Vector3.Cross(tangent, up), tangent).normalized; if (Vector3.Angle(tangent, up) == 0f) { return(baseNormal); } float angle = Mathf.Min(Mathf.Abs(Vector3.Angle(tangent, up)), Mathf.Abs(Vector3.Angle(tangent, -up))); float lerp = Mathf.Clamp01((angle + 5) / 45f); return(AngleLerp(baseNormal, upNormal, lerp)); }
/// <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); }