return CONTENT_EMPTY;
}
#endif
+
+vector bezier_quadratic_getpoint(vector a, vector b, vector c, float t)
+{
+ return
+ (c - 2 * b + a) * (t * t) +
+ (b - a) * (2 * t) +
+ a;
+}
+
+vector bezier_quadratic_getderivative(vector a, vector b, vector c, float t)
+{
+ return
+ (c - 2 * b + a) * (2 * t) +
+ (b - a) * 2;
+}
float Mod_Q1BSP_SuperContentsFromNativeContents(float nativecontents);
float Mod_Q1BSP_NativeContentsFromSuperContents(float supercontents);
#endif
+
+// Quadratic splines (bezier)
+vector bezier_quadratic_getpoint(vector a, vector p, vector b, float t);
+vector bezier_quadratic_getderivative(vector a, vector p, vector b, float t);