using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BezierUtils
{
/// <summary>
/// 根据T值,计算贝塞尔曲线上面相对应的点
/// </summary>
/// <param name="t"></param>T值
/// <param name="p0"></param>起始点
/// <param name="p1"></param>控制点
/// <param name="p2"></param>目标点
/// <returns></returns>根据T值计算出来的贝赛尔曲线点
private static Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2)
{
float u = 1 - t;
float tt = t * t;
float uu = u * u;
Vector3 p = uu * p0;
p += 2 * u * t * p1;
p += tt * p2;
return p;
}
/// <summary>
/// 获取存储贝塞尔曲线点的数组
/// </summary>
/// <param name="startPoint"></param>起始点
/// <param name="controlPoint"></param>控制点
/// <param name="endPoint"></param>目标点
/// <param name="segmentNum"></param>采样点的数量
/// <returns></returns>存储贝塞尔曲线点的数组
public static Vector3 [] GetBeizerList(Vector3 startPoint, Vector3 controlPoint, Vector3 endPoint,int segmentNum)
{
Vector3 [] path = new Vector3[segmentNum];
for (int i = 1; i <= segmentNum; i++)
{
float t = i / (float)segmentNum;
Vector3 pixel = CalculateCubicBezierPoint(t, startPoint,
controlPoint, endPoint);
path[i - 1] = pixel;
Debug.Log(path[i-1]);
}
return path;
}
}