BITFALL/Assets/WSM Game Studio/Train Controller_v3/Railroad Builder/Scripts/Bezier.cs

110 lines
3.7 KiB
C#

using UnityEngine;
namespace WSMGameStudio.Splines
{
/// <summary>
/// Bezier curve used in spline
/// </summary>
public static class Bezier
{
/// <summary>
/// Get bezier point between three control points (QUADRATIC BEZIER)
/// </summary>
/// <param name="p0"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * p0 +
2f * oneMinusT * t * p1 +
t * t * p2;
}
/// <summary>
/// Gets beziers first derivative (QUADRATIC BEZIER)
/// </summary>
/// <param name="p0"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Vector3 GetFirstDerivative(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
return
2f * (1f - t) * (p1 - p0) +
2f * t * (p2 - p1);
}
/// <summary>
/// Get bezier point between four control points (CUBIC BEZIER)
/// </summary>
/// <param name="p0"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * oneMinusT * p0 +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * p3;
}
/// <summary>
/// Gets beziers first derivative (CUBIC BEZIER)
/// </summary>
/// <param name="p0"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Vector3 GetFirstDerivative(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
3f * oneMinusT * oneMinusT * (p1 - p0) +
6f * oneMinusT * t * (p2 - p1) +
3f * t * t * (p3 - p2);
}
/// <summary>
/// Get bezier point rotation (CUBIC BEZIER)
/// </summary>
/// <param name="r0"></param>
/// <param name="r1"></param>
/// <param name="r2"></param>
/// <param name="r3"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Quaternion GetPointRotation(Quaternion r0, Quaternion r1, Quaternion r2, Quaternion r3, float t)
{
Vector4 p0 = Convert.QuaternionToVector4(r0);
Vector4 p1 = Convert.QuaternionToVector4(r1);
Vector4 p2 = Convert.QuaternionToVector4(r2);
Vector4 p3 = Convert.QuaternionToVector4(r3);
Vector4 rotation;
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
rotation = oneMinusT * oneMinusT * oneMinusT * p0 +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * p3;
return Convert.Vector4ToQuaternion(rotation);
}
}
}