计算曲线

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CusCurve  {
    /// <summary>
    /// 获取曲线 计算多少个点,组成线
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static Vector3[] GetCrvePaths(Vector3[] path, float sinuosity, float sinuosityOffset,int pointLength,int pointInterval)
    {
        if (path == null || path.Length < 2)
        {
            return null;
        }
        Vector3 sinuosityVec = Vector3.Lerp(path[0], path[1], sinuosity);
        //DebugLogHelper.Instance.Log("sinuosityVec:" + sinuosityVec);
        sinuosityVec.y += sinuosityOffset;
        //DebugLogHelper.Instance.Log("sinuosityVec Offset:" + sinuosityVec);
        path = new Vector3[] { path[0], sinuosityVec, path[1] };
        float dis = 0;
        int length = path.Length;
        for (int i = 0; i < length; i++)
        {

            if (i + 1 == length)
            {
                continue;
            }
            dis += Vector3.Distance(path[i], path[i + 1]);
        }
        int SmoothAmount = (int)dis / (pointLength * pointInterval);
        Vector3[] paths = new Vector3[SmoothAmount+1];
        try
        {
            Vector3[] vector3s = PathControlPointGenerator(path);
            Vector3 prevPt = Interp(vector3s, 0);
            paths[0] = prevPt;
            for (int i = 1; i <= SmoothAmount; i++)
            {
                float pm = (float)i / SmoothAmount;
                Vector3 currPt = Interp(vector3s, pm);
                prevPt = currPt;
                paths[i] = prevPt;
            }
          //  path[SmoothAmount]
        }
        catch (System.Exception ex)
        {

        }
        return paths;
    }
    /// <summary>
    /// 获取UI曲线 通用
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static Vector3[] GetCrvePaths(Vector3[] path, int pointLength, int pointInterval)
    {
        if (path == null || path.Length < 2)
        {
            return null;
        }
        float dis = 0;
        int length = path.Length;
        for (int i = 0; i < length; i++)
        {

            if (i + 1 == length)
            {
                continue;
            }
            dis += Vector3.Distance(path[i], path[i + 1]);
        }
        int SmoothAmount = (int)dis / (pointLength * pointInterval);
        Vector3[] paths = new Vector3[SmoothAmount + 1];
        try
        {
            Vector3[] vector3s = PathControlPointGenerator(path);
            Vector3 prevPt = Interp(vector3s, 0);
            paths[0] = prevPt;
            for (int i = 1; i <= SmoothAmount; i++)
            {
                float pm = (float)i / SmoothAmount;
                Vector3 currPt = Interp(vector3s, pm);
                prevPt = currPt;
                paths[i] = prevPt;
            }
            //  path[SmoothAmount]
        }
        catch (System.Exception ex)
        {

        }
        return paths;
    }
    /// <summary>
    /// 获取曲线 通用
    /// </summary>
    /// <param name="path"></param>
    /// <returns></returns>
    public static Vector3[] GetCrvePaths(Vector3[] path)
    {
        int SmoothAmount = path.Length*10;
        Vector3[] paths = new Vector3[SmoothAmount];
        try
        {
            Vector3[] vector3s = PathControlPointGenerator(path);
            Vector3 prevPt = Interp(vector3s, 0);
            paths[0] = prevPt;
            for (int i = 1; i <= SmoothAmount; i++)
            {
                float pm = (float)i / SmoothAmount;
                Vector3 currPt = Interp(vector3s, pm);
                prevPt = currPt;
                paths[i] = prevPt;
            }
        }
        catch (System.Exception ex)
        {

        }
        return paths;
    }
    private static 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);
    }
    private static 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
        );
    }
}
评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

tianyongheng

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值