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); }
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)); }