using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Beziertest : MonoBehaviour
{
public Transform A;
public Transform B;
public float hSliderValue1=10;
public Bezier bezier;
public LineRenderer LineRenderer;
public int lengthOfLineRenderer = 100;
// Start is called before the first frame update
void Start()
{
LineRenderer.startWidth = 0.2f;
LineRenderer.endWidth = 0.2f;
LineRenderer.positionCount=100;
}
// Update is called once per frame
void Update()
{
bezier = new Bezier(A.position, new Vector3(hSliderValue1, hSliderValue1, 0), new Vector3(hSliderValue1, hSliderValue1, 0), B.position);
for (int i = 1; i <= lengthOfLineRenderer; i++)
{
Vector3 vec = bezier.GetPointAtTime((float)(i * 0.01));
LineRenderer.SetPosition(i - 1, vec);
}
}
}
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;
}
}
}