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mirror of https://github.com/Cardidi/dotween-upm-fork.git synced 2025-12-22 02:06:06 +08:00
2015-03-18 19:30:48 +01:00

81 lines
2.1 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// nodes should be in the order start, control, end
/// </summary>
public class GoSplineQuadraticBezierSolver : AbstractGoSplineSolver
{
public GoSplineQuadraticBezierSolver( List<Vector3> nodes )
{
_nodes = nodes;
}
// http://www.gamedev.net/topic/551455-length-of-a-generalized-quadratic-bezier-curve-in-3d/
protected float quadBezierLength( Vector3 startPoint, Vector3 controlPoint, Vector3 endPoint )
{
// ASSERT: all inputs are distinct points.
var A = new Vector3[2];
A[0] = controlPoint - startPoint;
A[1] = startPoint - 2f * controlPoint + endPoint;
float length;
if( A[1] != Vector3.zero )
{
// Coefficients of f(t) = c*t^2 + b*t + a.
float c = 4.0f * Vector3.Dot( A[1], A[1] ); // A[1].Dot(A[1]); // c > 0 to be in this block of code
float b = 8.0f * Vector3.Dot( A[0], A[1] ); // A[0].Dot(A[1]);
float a = 4.0f * Vector3.Dot( A[0], A[0] ); // A[0].Dot(A[0]); // a > 0 by assumption
float q = 4.0f * a * c - b * b; // = 16*|Cross(A0,A1)| >= 0
float twoCpB = 2.0f * c + b;
float sumCBA = c + b + a;
float mult0 = 0.25f / c;
float mult1 = q / ( 8.0f * Mathf.Pow( c, 1.5f ) );
length = mult0 * ( twoCpB * Mathf.Sqrt( sumCBA ) - b * Mathf.Sqrt( a ) ) +
mult1 * ( Mathf.Log( 2.0f * Mathf.Sqrt( c * sumCBA ) + twoCpB ) - Mathf.Log( 2.0f * Mathf.Sqrt( c * a ) + b ) );
}
else
{
length = 2.0f * A[0].magnitude;
}
return length;
}
#region AbstractGoSplineSolver
public override void closePath()
{
}
public override Vector3 getPoint( float t )
{
float d = 1f - t;
return d * d * _nodes[0] + 2f * d * t * _nodes[1] + t * t * _nodes[2];
}
public override void drawGizmos()
{
// draw the control points
var originalColor = Gizmos.color;
Gizmos.color = Color.red;
Gizmos.DrawLine( _nodes[0], _nodes[1] );
Gizmos.DrawLine( _nodes[1], _nodes[2] );
Gizmos.color = originalColor;
}
#endregion
}