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)); } } }