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- //--------------------------------------------------
- // 2D
- //--------------------------------------------------
- public static Vector2 GetPoint2D(Vector2 vOrg, Vector2 vMid, Vector2 vDst, float t)
- {
- float fX = (1-t) * (1-t) * vOrg.x + 2 * (1-t) * t * vMid.x + t * t * vDst.x;
- float fY = (1-t) * (1-t) * vOrg.y + 2 * (1-t) * t * vMid.y + t * t * vDst.y;
- return new Vector2(fX, fY);
- }
- //--------------------------------------------------
- // 3D
- //--------------------------------------------------
- public static Vector3 GetPoint3D(Vector3 vOrg, Vector3 vMid, Vector3 vDst, float t)
- {
- float fX = (1-t) * (1-t) * vOrg.x + 2 * (1-t) * t * vMid.x + t * t * vDst.x;
- float fY = (1-t) * (1-t) * vOrg.y + 2 * (1-t) * t * vMid.y + t * t * vDst.y;
- float fZ = (1-t) * (1-t) * vOrg.z + 2 * (1-t) * t * vMid.z + t * t * vDst.z;
- return new Vector3(fX, fY, fZ);
- }
- //--------------------------------------------------
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