Failed attempt at making uniform speed splines

This commit is contained in:
2016-05-25 19:55:09 +02:00
parent f44d87f51d
commit a1f50e964e
@@ -552,4 +552,45 @@ public class BezierCurve : MonoBehaviour {
distance -= totalLength;
return GetPoint(firstPoint, secondPoint, distance / curveLength);
}
public Vector3 GetUniformPointAtDistance(float distance) {
if (distance <= 0) {
return points[0].position;
} else if (distance >= length) {
return points[points.Length - 1].position;
}
float segmentLength = length / 2;
float totalLength = 0;
for (int i = 0; i < points.Length - 1; i++) {
var p1 = points[i];
var p2 = points[i + 1];
if (p1 == null) {
p1 = points[points.Length - 1];
p2 = points[0];
}
var curveLength = ApproximateLength(p1, p2, resolution);
if (totalLength + curveLength < distance) {
totalLength += curveLength;
continue;
} else {
var curveDistance = distance - totalLength;
var segmentIndex = (float)Math.Floor(curveDistance / segmentLength);
var segmentStart = segmentIndex * segmentLength;
var segmentEnd = (segmentIndex + 1) * segmentLength;
var segmentDistance = curveDistance - segmentStart;
Vector3 s1 = GetPoint(p1, p2, segmentStart / curveLength);
Vector3 s2 = GetPoint(p1, p2, segmentEnd / curveLength);
return GetLinearPoint(s1, s2, segmentDistance / segmentLength);
}
}
return Vector3.zero;
}
}