1.简介
Bezier曲线在图形学和游戏中经常使用,一般用的比较多的是4个控制点的贝塞尔曲线,这里手写了一个仅供参考(注:理论上也可以写任意多个点(3个及以上)的贝塞尔,就是一个递归的过程,这里不做详诉)
2.原理
感兴趣的同学看下闫令琪老师的讲解:https://www.bilibili.com/video/BV1X7411F744?p=11,非常细致、这里就不做介绍了
3.代码
/// <summary>
/// 获取一个贝塞尔曲线的采样点(4个控制点)
/// </summary>
/// <param name="b0">起点</param>
/// <param name="b1">控制点1</param>
/// <param name="b2">控制点2</param>
/// <param name="b3">终点</param>
/// <param name="t">采样值(0~1)</param>
public static Vector3 SampleBezierPoint(Vector3 b0, Vector3 b1, Vector3 b2, Vector3 b3, float t)
{
Vector3 p0 = SampleLinePoint(b0, b1, t);
Vector3 p1 = SampleLinePoint(b1, b2, t);
Vector3 p2 = SampleLinePoint(b2, b3, t);
p0 = SampleLinePoint(p0, p1, t);
p1 = SampleLinePoint(p1, p2, t);
return SampleLinePoint(p0, p1, t);
}
/// <summary>
/// 获取一个线段上的采样点
/// </summary>
/// <param name="p0">起点</param>
/// <param name="p1">终点</param>
/// <param name="t">采样值(0~1)</param>
public static Vector3 SampleLinePoint(Vector3 p0, Vector3 p1, float t)
{
return p0 * (1 - t) + p1 * t;
}
4.示例