public static GetBinormalOnCubicCurve ( float time, |
||
time | float | |
up | ||
startPosition | ||
endPosition | ||
startTangent | ||
endTangent | ||
Результат |
public static Vector3 GetBinormalOnCubicCurve(float time, Vector3 up, Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent)
{
Vector3 tangent = GetTangentOnCubicCurve(time, startPosition, endPosition, startTangent, endTangent);
Vector3 binormal = Vector3.Cross(up, tangent);
return binormal.normalized;
}
BezierCurve3D::GetBinormalOnCubicCurve ( float time, |
public Vector3 GetBinormal(float time, Vector3 up) { BezierPoint3D startPoint; BezierPoint3D endPoint; float timeRelativeToSegment; this.GetCubicSegment(time, out startPoint, out endPoint, out timeRelativeToSegment); return(BezierCurve3D.GetBinormalOnCubicCurve(timeRelativeToSegment, up, startPoint, endPoint)); }