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using UnityEngine;
using System.Collections;
namespace XftWeapon {
public class SplineControlPoint
{
public Vector3 Position;
public Vector3 Normal;
public int ControlPointIndex = -1;
public int SegmentIndex = -1;
public float Dist;
protected Spline mSpline;
public SplineControlPoint NextControlPoint
{
get
{
return mSpline.NextControlPoint(this);
}
}
public SplineControlPoint PreviousControlPoint
{
get
{
return mSpline.PreviousControlPoint(this);
}
}
public Vector3 NextPosition
{
get
{
return mSpline.NextPosition(this);
}
}
public Vector3 PreviousPosition
{
get
{
return mSpline.PreviousPosition(this);
}
}
public Vector3 NextNormal
{
get
{
return mSpline.NextNormal(this);
}
}
public Vector3 PreviousNormal
{
get { return mSpline.PreviousNormal(this); }
}
public bool IsValid
{
get
{
return (NextControlPoint != null);
}
}
Vector3 GetNext2Position()
{
SplineControlPoint cp = NextControlPoint;
if (cp != null)
return cp.NextPosition;
return NextPosition;
}
Vector3 GetNext2Normal()
{
SplineControlPoint cp = NextControlPoint;
if (cp != null)
return cp.NextNormal;
return Normal;
}
public Vector3 Interpolate(float localF)
{
localF = Mathf.Clamp01(localF);
return Spline.CatmulRom(PreviousPosition, Position, NextPosition, GetNext2Position(), localF);
}
public Vector3 InterpolateNormal(float localF)
{
localF = Mathf.Clamp01(localF);
return Spline.CatmulRom(PreviousNormal, Normal, NextNormal, GetNext2Normal(), localF);
}
public void Init(Spline owner)
{
mSpline = owner;
SegmentIndex = -1;
}
}
}
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