MoonTools.Curve/Curve/CubicBezierCurve2D.cs

57 lines
2.0 KiB
C#

using System.Numerics;
using MoonTools.Core.Curve.Extensions;
namespace MoonTools.Core.Curve
{
public struct CubicBezierCurve2D
{
public Vector2 p0;
public Vector2 p1;
public Vector2 p2;
public Vector2 p3;
public CubicBezierCurve2D(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
{
this.p0 = p0;
this.p1 = p1;
this.p2 = p2;
this.p3 = p3;
}
public Vector2 Point(float t) => Point(p0, p1, p2, p3, t);
public Vector2 Point(float t, float minT, float maxT) => Point(p0, p1, p2, p3, t, minT, maxT);
public Vector2 Velocity(float t) => Velocity(p0, p1, p2, p3, t);
public Vector2 Velocity(float t, float minT, float maxT) => Velocity(p0, p1, p2, p3, TimeHelper.Normalized(t, minT, maxT));
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();
}
public static Vector2 Point(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, float t, float minT, float maxT)
{
return Point(p0, p1, p2, p3, TimeHelper.Normalized(t, minT, maxT));
}
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();
}
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));
}
}
}