line renderer实现贝塞尔曲线

using System;
using System.Collections;
using System.Reflection;
using UnityEngine;


public class example : MonoBehaviour {
public Transform[] Target = new Transform[5];
public Vector3[] TargetV3 = new Vector3[5];
private LineRenderer lineRenderer;
private int SmoothSens = 20;
private int Targetlenght = 0;

void Start(){
Targetlenght = Target.Length;
}

    void Update() {
for (int i = 0; i < Targetlenght; i++)
{
TargetV3[i] = Target[i].position;
}
DrawPathHelper(TargetV3,Color.red);
}

public void DrawPathHelper(Vector3[] path, Color color){
Targetlenght = Target.Length;
SmoothSens = 20;

lineRenderer = GetComponent<LineRenderer>();
lineRenderer.SetVertexCount(SmoothSens*Targetlenght+1);
lineRenderer.SetWidth(0.1f, 0.1f);

Vector3[] vector3s = PathControlPointGenerator(path);
Vector3 prevPt = Interp(vector3s,0);
Gizmos.color=color;
int SmoothAmount = path.Length*SmoothSens;
for (int i = 1; i <= SmoothAmount; i++) {
float pm = (float) i / SmoothAmount;
Vector3 currPt = Interp(vector3s,pm);
lineRenderer.SetPosition(i-1, currPt);
lineRenderer.SetPosition(i, prevPt);

prevPt = currPt;
}
}

public Vector3[] PathControlPointGenerator(Vector3[] path){
Vector3[] suppliedPath;
Vector3[] vector3s;

//create and store path points:
suppliedPath = path;


//populate calculate path;
int offset = 2;
vector3s = new Vector3[suppliedPath.Length+offset];
Array.Copy(suppliedPath,0,vector3s,1,suppliedPath.Length);

//populate start and end control points:
//vector3s[0] = vector3s[1] - vector3s[2];
vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]);
vector3s[vector3s.Length-1] = vector3s[vector3s.Length-2] + (vector3s[vector3s.Length-2] - vector3s[vector3s.Length-3]);

//is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline!
if(vector3s[1] == vector3s[vector3s.Length-2]){
Vector3[] tmpLoopSpline = new Vector3[vector3s.Length];
Array.Copy(vector3s,tmpLoopSpline,vector3s.Length);
tmpLoopSpline[0]=tmpLoopSpline[tmpLoopSpline.Length-3];
tmpLoopSpline[tmpLoopSpline.Length-1]=tmpLoopSpline[2];
vector3s=new Vector3[tmpLoopSpline.Length];
Array.Copy(tmpLoopSpline,vector3s,tmpLoopSpline.Length);
}
return(vector3s);
}

public Vector3 Interp(Vector3[] pts, float t){
int numSections = pts.Length - 3;
int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1);
float u = t * (float) numSections - (float) currPt;

Vector3 a = pts[currPt];
Vector3 b = pts[currPt + 1];
Vector3 c = pts[currPt + 2];
Vector3 d = pts[currPt + 3];

return .5f * (
(-a + 3f * b - 3f * c + d) * (u * u * u)
+ (2f * a - 5f * b + 4f * c - d) * (u * u)
+ (-a + c) * u
+ 2f * b
);
}
}
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LeanTween是一个非常流行的Unity插件,可以用于实现动画效果。要使用LeanTween实现贝塞尔曲线,可以按照以下步骤进行操作: 1. 首先,将LeanTween插件导入到Unity项目中。 2. 创建一个空物体,并将其命名为“BezierCurve”。 3. 在“BezierCurve”物体上添加一个Line Renderer组件。 4. 在“BezierCurve”物体上添加一个名为“BezierCurveScript”的C#脚本。 5. 在“BezierCurveScript”脚本中添加以下代码: ```c# using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; public class BezierCurveScript : MonoBehaviour { public Vector3[] controlPoints; public int resolution = 10; private LineRenderer lineRenderer; void Start () { lineRenderer = GetComponent<LineRenderer>(); lineRenderer.positionCount = resolution; } void Update () { List<Vector3> points = new List<Vector3>(); for (float ratio = 0; ratio <= 1; ratio += 1.0f / resolution) { Vector3 point = CalculateBezierPoint(ratio, controlPoints[0], controlPoints[1], controlPoints[2], controlPoints[3]); points.Add(point); } lineRenderer.SetPositions(points.ToArray()); } Vector3 CalculateBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) { float u = 1 - t; float tt = t * t; float uu = u * u; float uuu = uu * u; float ttt = tt * t; Vector3 p = uuu * p0; p += 3 * uu * t * p1; p += 3 * u * tt * p2; p += ttt * p3; return p; } } ``` 6. 在Unity场景中选择“BezierCurve”物体,并将其“controlPoints”数组属性设置为四个Vector3类型的变量,分别代表贝塞尔曲线的起点、两个控制点和终点。 7. 调整“resolution”属性以获得所需的曲线分辨率。 8. 运行游戏,即可看到绘制出的贝塞尔曲线。 这样就可以使用LeanTween实现贝塞尔曲线了。

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