You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-06 12:20:30 +00:00
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;
26 KiB
26 KiB