public static GetRotationOnCubicCurve ( float time, |
||
time | float | |
up | ||
startPosition | ||
endPosition | ||
startTangent | ||
endTangent | ||
return |
public static Quaternion GetRotationOnCubicCurve(float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
{
Vector3 tangent = GetTangentOnCubicCurve(time, startPosition, endPosition, startTangent, endTangent);
Vector3 normal = GetNormalOnCubicCurve(time, up, startPosition, endPosition, startTangent, endTangent);
return Quaternion.LookRotation(tangent, normal);
}
BezierCurve3D::GetRotationOnCubicCurve ( float time, |
public Quaternion GetRotation(float time, Vector3 up) { BezierPoint3D startPoint; BezierPoint3D endPoint; float timeRelativeToSegment; this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment); return(BezierCurve3D.GetRotationOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint)); }