# UnityEngine.UI.Extensions.BezierPath.CalculateBezierPoint(float, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2)

Here are the examples of the csharp api UnityEngine.UI.Extensions.BezierPath.CalculateBezierPoint(float, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2, UnityEngine.Vector2) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.

## 2 Examples

19 View Source File : BezierPath.cs
Project Creator : cmaher

``````public Vector2 CalculateBezierPoint(int curveIndex, float t)
{
int nodeIndex = curveIndex * 3;

Vector2 p0 = controlPoints[nodeIndex];
Vector2 p1 = controlPoints[nodeIndex + 1];
Vector2 p2 = controlPoints[nodeIndex + 2];
Vector2 p3 = controlPoints[nodeIndex + 3];

return CalculateBezierPoint(t, p0, p1, p2, p3);
}``````

19 View Source File : BezierPath.cs
Project Creator : cmaher

``````public List<Vector2> GetDrawingPoints1()
{
List<Vector2> drawingPoints = new List<Vector2>();

for (int i = 0; i < controlPoints.Count - 3; i += 3)
{
Vector2 p0 = controlPoints[i];
Vector2 p1 = controlPoints[i + 1];
Vector2 p2 = controlPoints[i + 2];
Vector2 p3 = controlPoints[i + 3];

if (i == 0) //only do this for the first end point. When i != 0, this coincides with the end point of the previous segment,
{