using System.Numerics; using MoonTools.Core.Curve.Extensions; namespace MoonTools.Core.Curve { /// /// A 2-dimensional Bezier curve defined by 4 points. /// public struct CubicBezierCurve2D { /// /// The start point. /// public Vector2 p0; /// /// The first control point. /// public Vector2 p1; /// /// The second control point. /// public Vector2 p2; /// /// The end point. /// public Vector2 p3; /// The start point. /// The first control point. /// The second control point. /// The end point. public CubicBezierCurve2D(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 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 Vector2 Point(float t) => Point(p0, p1, p2, p3, t); /// /// Returns the curve coordinate given by a normalized time value. /// /// A value between startTime and endTime. /// /// public Vector2 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 Vector2 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 startTime and endTime. /// /// public Vector2 Velocity(float t, float startTime, float endTime) => Velocity(p0, p1, p2, p3, TimeHelper.Normalized(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 Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) { return CubicBezierCurve3D.Point( new Vector3(p0.X, p0.Y, 0), new Vector3(p1.X, p1.Y, 0), new Vector3(p2.X, p2.Y, 0), new Vector3(p3.X, p3.Y, 0), t ).XY(); } /// /// 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 Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t, float startTime, float 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 Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t) { return CubicBezierCurve3D.Velocity( new Vector3(p0.X, p0.Y, 0), new Vector3(p1.X, p1.Y, 0), new Vector3(p2.X, p2.Y, 0), new Vector3(p3.X, p3.Y, 0), t ).XY(); } /// /// 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 Vector2 Velocity(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t, float minT, float maxT) { return Velocity(p0, p1, p2, p3, TimeHelper.Normalized(t, minT, maxT)); } } }