示例#1
0
 public static Vector3 InterpConstantSpeed(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.InterpConstantSpeed(Spline.Wrap(pts), t));
 }
示例#2
0
 public static Vector3 Velocity(Path pts, float t, EasingType ease, bool easeIn, bool easeOut)
 {
     t = Ease(t);
     if (pts.Length == 0)
     {
         return(Vector3.zero);
     }
     else if (pts.Length == 1)
     {
         return(pts[0]);
     }
     else if (pts.Length == 2)
     {
         return(Vector3.Lerp(pts[0], pts[1], t));
     }
     else if (pts.Length == 3)
     {
         return(QuadBez.Velocity(pts[0], pts[2], pts[1], t));
     }
     else if (pts.Length == 3)
     {
         return(CubicBez.Velocity(pts[0], pts[3], pts[1], pts[2], t));
     }
     else
     {
         return(CRSpline.Velocity(Wrap(pts), t));
     }
 }
示例#3
0
        public static void GizmoDraw(Vector3 st, Vector3 en, Vector3 ctrl1, Vector3 ctrl2, float t)
        {
            Gizmos.color = Color.red;
            Gizmos.DrawLine(st, ctrl1);
            Gizmos.DrawLine(ctrl2, en);
            Gizmos.color = Color.white;
            Vector3 to = st;

            for (int i = 1; i <= 20; i++)
            {
                float   t2     = (float)i / 20f;
                Vector3 vector = CubicBez.Interp(st, en, ctrl1, ctrl2, t2);
                Gizmos.DrawLine(vector, to);
                to = vector;
            }
            Gizmos.color = Color.blue;
            Vector3 vector2 = CubicBez.Interp(st, en, ctrl1, ctrl2, t);

            Gizmos.DrawLine(vector2, vector2 + CubicBez.Velocity(st, en, ctrl1, ctrl2, t));
        }