Created
June 8, 2019 05:17
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using UnityEngine; | |
public class BezierCurve | |
{ | |
public Vector2[] ControlPoints { get; set; } | |
public BezierCurve(Vector2[] controlPoints) | |
{ | |
ControlPoints = controlPoints; | |
} | |
public Vector2 Evaluate(float t) | |
{ | |
if (ControlPoints == null) | |
{ | |
return Vector2.zero; | |
} | |
var result = Vector2.zero; | |
int n = ControlPoints.Length; | |
for (int i = 0; i < n; i++) | |
{ | |
result += ControlPoints[i] * Bernstein(n - 1, i, t); | |
} | |
return result; | |
} | |
static float Bernstein(int n, int i, float t) | |
{ | |
return Binomial(n, i) * Mathf.Pow(t, i) * Mathf.Pow(1 - t, n - i); | |
} | |
static float Binomial(int n, int k) | |
{ | |
return Factorial(n) / (Factorial(k) * Factorial(n - k)); | |
} | |
static float Factorial(int a) | |
{ | |
float result = 1f; | |
for (int i = 2; i <= a; i++) | |
{ | |
result *= i; | |
} | |
return result; | |
} | |
} |
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