# Unity绘制贝塞尔曲线

using UnityEngine;

[System.Serializable]
public class Bezier : System.Object
{
public Vector3 p0;

public Vector3 p1;

public Vector3 p2;

public Vector3 p3;

public float ti = 0f;

private Vector3 b0 = Vector3.zero;

private Vector3 b1 = Vector3.zero;

private Vector3 b2 = Vector3.zero;

private Vector3 b3 = Vector3.zero;

private float Ax;

private float Ay;

private float Az;

private float Bx;

private float By;

private float Bz;

private float Cx;

private float Cy;

private float Cz;

// Init function v0 = 1st point, v1 = handle of the 1st point , v2 = handle of the 2nd point, v3 = 2nd point

// handle1 = v0 + v1

// handle2 = v3 + v2

public Bezier(Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3)
{
this.p0 = v0;

this.p1 = v1;

this.p2 = v2;

this.p3 = v3;
}
// 0.0 >= t <= 1.0

public Vector3 GetPointAtTime(float t)
{
this.CheckConstant();

float t2 = t * t;

float t3 = t * t * t;

float x = this.Ax * t3 + this.Bx * t2 + this.Cx * t + p0.x;

float y = this.Ay * t3 + this.By * t2 + this.Cy * t + p0.y;

float z = this.Az * t3 + this.Bz * t2 + this.Cz * t + p0.z;

return new Vector3(x, y, z);
}

private void SetConstant()
{
this.Cx = 3f * ((this.p0.x + this.p1.x) - this.p0.x);

this.Bx = 3f * ((this.p3.x + this.p2.x) - (this.p0.x + this.p1.x)) - this.Cx;

this.Ax = this.p3.x - this.p0.x - this.Cx - this.Bx;

this.Cy = 3f * ((this.p0.y + this.p1.y) - this.p0.y);

this.By = 3f * ((this.p3.y + this.p2.y) - (this.p0.y + this.p1.y)) - this.Cy;

this.Ay = this.p3.y - this.p0.y - this.Cy - this.By;

this.Cz = 3f * ((this.p0.z + this.p1.z) - this.p0.z);

this.Bz = 3f * ((this.p3.z + this.p2.z) - (this.p0.z + this.p1.z)) - this.Cz;

this.Az = this.p3.z - this.p0.z - this.Cz - this.Bz;
}

// Check if p0, p1, p2 or p3 have changed
private void CheckConstant()
{
if (this.p0 != this.b0 || this.p1 != this.b1 || this.p2 != this.b2 || this.p3 != this.b3)
{
this.SetConstant();

this.b0 = this.p0;

this.b1 = this.p1;

this.b2 = this.p2;

this.b3 = this.p3;
}
}
}

using UnityEngine;
using System.Collections;

public class MyBezier : MonoBehaviour {
//贝塞尔曲线算法类
public Bezier myBezier;
//曲线的对象
public GameObject Yellowline;
//曲线对象的曲线组件
private LineRenderer YellowlineRenderer;
//拖动条用来控制贝塞尔曲线的两个点
public float hSliderValue0;
public float hSliderValue1;

void Start()
{
//得到曲线组件
YellowlineRenderer = Yellowline.GetComponent<LineRenderer>();
//为了让曲线更加美观，设置曲线由100个点来组成
YellowlineRenderer.SetVertexCount(100);
}

void OnGUI()
{
//拖动条得出 -5.0 - 5.0之间的一个数值
hSliderValue0 = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue0, -5.0F, 5.0F);
hSliderValue1 = GUI.HorizontalSlider(new Rect(25, 70, 100, 30), hSliderValue1, -5.0F, 5.0F);
}

void Update()
{
//在这里来计算贝塞尔曲线
//四个参数 表示当前贝塞尔曲线上的4个点 第一个点和第四个点
//我们是不需要移动的，中间的两个点是由拖动条来控制的。
myBezier = new Bezier(new Vector3(-5f, 0f, 0f), new Vector3(hSliderValue1, hSliderValue0, 0f), new Vector3(hSliderValue1, hSliderValue0, 0f), new Vector3(5f, 0f, 0f));

//循环100遍来绘制贝塞尔曲线每个线段
for (int i = 1; i <= 100; i++)
{
//参数的取值范围 0 - 1 返回曲线没一点的位置
//为了精确这里使用i * 0.01 得到当前点的坐标
Vector3 vec = myBezier.GetPointAtTime((float)(i * 0.01));
//把每条线段绘制出来 完成白塞尔曲线的绘制
YellowlineRenderer.SetPosition(i - 1, vec);
}
}
}


private LineRenderer YellowlineRenderer;对象

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