Noirand

Bezier

Jul 26th, 2016
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C# 0.92 KB | None | 0 0
  1.     //--------------------------------------------------
  2.     // 2D
  3.     //--------------------------------------------------
  4.     public static Vector2 GetPoint2D(Vector2 vOrg, Vector2 vMid, Vector2 vDst, float t)
  5.     {
  6.         float fX = (1-t) * (1-t) * vOrg.x + 2 * (1-t) * t * vMid.x + t * t * vDst.x;
  7.         float fY = (1-t) * (1-t) * vOrg.y + 2 * (1-t) * t * vMid.y + t * t * vDst.y;
  8.  
  9.         return new Vector2(fX, fY);
  10.     }
  11.     //--------------------------------------------------
  12.     // 3D
  13.     //--------------------------------------------------
  14.     public static Vector3 GetPoint3D(Vector3 vOrg, Vector3 vMid, Vector3 vDst, float t)
  15.     {
  16.         float fX = (1-t) * (1-t) * vOrg.x + 2 * (1-t) * t * vMid.x + t * t * vDst.x;
  17.         float fY = (1-t) * (1-t) * vOrg.y + 2 * (1-t) * t * vMid.y + t * t * vDst.y;
  18.         float fZ = (1-t) * (1-t) * vOrg.z + 2 * (1-t) * t * vMid.z + t * t * vDst.z;
  19.  
  20.         return new Vector3(fX, fY, fZ);
  21.     }
  22.     //--------------------------------------------------
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