using System.Collections; using System.Collections.Generic; using UnityEngine; using System; public class Bezier { public Vector3 A, B, C, D; public float length; private static float perscision = 16f; public float[] lengths = new float[(int) perscision + 1]; public Bezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D) { this.A = A; this.B = B; this.C = C; this.D = D; updateLength(); } public Bezier() { this.A = Vector3.zero; this.B = Vector3.zero; this.C = Vector3.zero; this.D = Vector3.zero; updateLength(); } public void updateLength() { length = 0f; Vector3 previous = A; lengths[0] = 0f; for (int i = 1; i <= perscision; i++) { Vector3 current = getPosition(i / perscision); length += (current - previous).magnitude; previous = current; lengths[i] = length; } } public float getT(float distance) { int index = 0; while (!(lengths[index] <= distance && lengths[index+1] > distance) && index < perscision-1) { index++; } float lengthBefore = lengths[index]; float lengthAfter = lengths[index+1]; float segmentLength = lengthAfter - lengthBefore; float segmentFraction = (distance - lengthBefore) / segmentLength; return (index + segmentFraction) / perscision; } public Vector3 getPosition(float t) { float T = 1.0f - t; return A * ( T*T*T) + B * (3*T*T*t) + C * (3*T*t*t) + D * ( t*t*t); } public Vector3 getDirection(float t) { float T = 1.0f - t; return A * (-3*T*T ) + B * ( 3*T*T - 6*T*t) + C * (-3*t*t + 6*T*t) + D * ( 3*t*t ); } public Vector3 getAcceleration(float t) { return A * (-6 *t + 6 ) + B * ( 6*t) + C * ( 18*t - 12 ) + D * (-18 *t + 6); } public float getRadius(float t) { Vector3 direction = getDirection(t); Vector3 acceleration = getAcceleration(t); return Mathf.Pow(direction.x * direction.x + direction.z * direction.z, 1.5f) / Mathf.Abs(direction.x * acceleration.z - direction.z * acceleration.x); } }