using SMath = System.Math; namespace Cryville.Common.Math { // Ported from https://github.com/arian/cubic-bezier/blob/master/index.js public static class CubicBezier { public static float Evaluate(float t, float x1, float y1, float x2, float y2, float epsilon) { float x = t, t0, t1, t2, tx, d2, i; for (t2 = x, i = 0; i < 8; i++) { tx = CurveX(t2, x1, x2) - x; if (SMath.Abs(tx) < epsilon) return CurveY(t2, y1, y2); d2 = DerivativeCurveX(t2, x1, x2); if (SMath.Abs(d2) < 1e-6) break; t2 -= tx / d2; } t0 = 0; t1 = 1; t2 = x; if (t2 < t0) return CurveY(t0, y1, y2); if (t2 > t1) return CurveY(t1, y1, y2); while (t0 < t1) { tx = CurveX(t2, x1, x2); if (SMath.Abs(tx - x) < epsilon) return CurveY(t2, y1, y2); if (x > tx) t0 = t2; else t1 = t2; t2 = (t1 - t0) * .5f + t0; } return CurveY(t2, y1, y2); } static float CurveX(float t, float x1, float x2) { float v = 1 - t; return 3 * v * v * t * x1 + 3 * v * t * t * x2 + t * t * t; } static float CurveY(float t, float y1, float y2) { float v = 1 - t; return 3 * v * v * t * y1 + 3 * v * t * t * y2 + t * t * t; } static float DerivativeCurveX(float t, float x1, float x2) { float v = 1 - t; return 3 * (2 * (t - 1) * t + v * v) * x1 + 3 * (-t * t * t + 2 * v * t) * x2; } } }