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@ -419,7 +419,7 @@ namespace UnityEngine.UI.Extensions
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{
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return Segments[segmentIndex - 1][index - 1];
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}
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else if (Segments.Count > 0)
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else if (Segments?.Count > 0)
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{
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var segmentIndexCount = 0;
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var indexCount = index;
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@ -443,6 +443,29 @@ namespace UnityEngine.UI.Extensions
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}
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}
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/// <summary>
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/// Calculates the position of a point on the curve, given t (0-1), start point, control points and end point.
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/// </summary>
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/// <param name="t">Required Percentage between start and end point, in the range 0 to 1</param>
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/// <param name="p1">Required Starting point</param>
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/// <param name="p1">Required Control point 1</param>
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/// <param name="p1">Required Control point 2</param>
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/// <param name="p1">Required End point</param>
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/// <returns>Vector2 position of point on curve at t percentage between p1 and p4</returns>
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public Vector2 CalculatePointOnCurve(float t, Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4)
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{
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var t2 = t * t;
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var t3 = t2 * t;
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var x = p1.x + (-p1.x * 3 + t * (3 * p1.x - p1.x * t)) * t + (3 * p2.x + t * (-6 * p2.x + p2.x * 3 * t)) * t +
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(p3.x * 3 - p3.x * 3 * t) * t2 + p4.x * t3;
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var y = p1.y + (-p1.y * 3 + t * (3 * p1.y - p1.y * t)) * t + (3 * p2.y + t * (-6 * p2.y + p2.y * 3 * t)) * t +
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(p3.y * 3 - p3.y * 3 * t) * t2 + p4.y * t3;
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return new Vector2(x, y);
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}
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/// <summary>
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/// Get the Vector2 position of a line within a specific segment
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/// </summary>
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