Cubic Bezier reverse GetPoint equation: float for Vector <=> Vector for float
问题 Is it possible to get float t back given the resulting value and the four points? If so, how? public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { t = Mathf.Clamp01(t); float oneMinusT = 1f - t; return oneMinusT * oneMinusT * oneMinusT * p0 + 3f * oneMinusT * oneMinusT * t * p1 + 3f * oneMinusT * t * t * p2 + t * t * t * p3; } Code from this Tutorial by Jasper Flick 回答1: It is, and involves implementing root finding for third degree functions. One direct