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authorYaohua Xiong <xiongyaohua@gmail.com>2022-11-23 11:11:58 +0800
committerYaohua Xiong <xiongyaohua@gmail.com>2022-11-24 10:52:06 +0800
commitf9fa182abc5209671cb4fbadc2dc173157d6f939 (patch)
treee7c3eac0ac1bed62fcaacd680f4f266f51df71b8 /editor/icons/VisualShaderNodeExpression.svg
parentfa270c2456df5ad12f51584c4ff891e2cf728cec (diff)
Refactor Curve3D::_bake() method
The main change is to caculate tangent directly from bezier curve, without going through discretized polyline, avoiding pitfalls of discretization. Other changes are: 1. Add an bezier_derivative() method for Vector3, Vector2, and Math; 2. Add an tesselate_even_length() method to Curve3D, which tesselate bezier curve to even length segments adaptively; 3. Cache the tangent vectors in baked_tangent_vector_cache;
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