using System.Numerics;
namespace MoonTools.Core.Curve
{
///
/// A 3-dimensional Bezier curve defined by 4 points.
///
public struct CubicBezierCurve3D
{
///
/// The start point.
///
public Vector3 p0;
///
/// The first control point.
///
public Vector3 p1;
///
/// The second control point.
///
public Vector3 p2;
///
/// The end point.
///
public Vector3 p3;
/// The start point.
/// The first control point.
/// The second control point.
/// The end point.
public CubicBezierCurve3D(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
{
this.p0 = p0;
this.p1 = p1;
this.p2 = p2;
this.p3 = p3;
}
///
/// Returns the curve coordinate given by t.
///
/// A value between 0 and 1.
public Vector3 Point(float t) => Point(p0, p1, p2, p3, t);
///
/// Returns the curve coordinate given by a normalized time value.
///
///
///
///
public Vector3 Point(float t, float startTime, float endTime) => Point(p0, p1, p2, p3, t, startTime, endTime);
///
/// Returns the instantaneous velocity on the curve given by t.
///
/// A value between 0 and 1.
public Vector3 Velocity(float t) => Velocity(p0, p1, p2, p3, t);
///
/// Returns the instantaneous velocity on the curve given by a normalized time value.
///
/// A value between 0 and 1.
///
///
public Vector3 Velocity(float t, float startTime, float endTime) => Velocity(p0, p1, p2, p3, t, startTime, endTime);
///
/// Returns the curve coordinate given by 4 points and a time value.
///
/// The start point.
/// The first control point.
/// The second control point.
/// The end point.
/// A value between 0 and 1.
public static Vector3 Point(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
ArgumentChecker.CheckT(t);
return (1f - t) * (1f - t) * (1f - t) * p0 +
3f * (1f - t) * (1f - t) * t * p1 +
3f * (1f - t) * t * t * p2 +
t * t * t * p3;
}
///
/// Returns the curve coordinate given by 4 points and a normalized time value.
///
/// The start point.
/// The first control point.
/// The second control point.
/// The end point.
/// A value between startTime and endTime.
///
///
public static Vector3 Point(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t, float startTime, float endTime)
{
ArgumentChecker.CheckT(t, startTime, endTime);
return Point(p0, p1, p2, p3, TimeHelper.Normalized(t, startTime, endTime));
}
///
/// Returns the instantaneous velocity given by 4 points and a time value.
///
/// The start point.
/// The first control point.
/// The second control point.
/// The end point.
/// A value between 0 and 1.
public static Vector3 Velocity(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
ArgumentChecker.CheckT(t);
return 3f * (1f - t) * (1f - t) * (p1 - p0) +
6f * (1f - t) * t * (p2 - p1) +
3f * t * t * (p3 - p2);
}
///
/// Returns the instantaneous velocity given by 4 points and a normalized time value.
///
/// The start point.
/// The first control point.
/// The second control point.
/// The end point.
/// A value between startTime and endTime.
///
///
///
public static Vector3 Velocity(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t, float startTime, float endTime)
{
ArgumentChecker.CheckT(t, startTime, endTime);
return Velocity(p0, p1, p2, p3, TimeHelper.Normalized(t, startTime, endTime));
}
}
}