视频教程连接:https://www.bilibili.com/video/BV1as4y137Zd/?vd_source=e78cc1987a8d805f7d0980b75c086d02
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class MyCord : MonoBehaviour
{
[Header("p1的水平偏移")]
public float P1HDrift;
[Header("p2的水平偏移")]
public float P2HDrift;
[Header("p2的垂直偏移")]
public float P2VDrift;
[Header("每段曲线上的点数量")]
public float LinePosCount;
/// <summary>
/// 链条上的点
/// </summary>
private List<Transform> _hingePosList;
/// <summary>
/// 线条渲染组件
/// </summary>
private LineRenderer _lr;
// Start is called before the first frame update
void Start()
{
_hingePosList = transform.GetComponentsInChildren<Transform>().ToList();
_hingePosList.RemoveAt(0);
_lr = GetComponent<LineRenderer>();
}
// Update is called once per frame
void Update()
{
DrawLine();
}
/// <summary>
/// 获取画线所需点
/// </summary>
/// <returns></returns>
private List<Vector3> GetLinePosList()
{
//曲线上的点
List<Vector3> linePosList = new List<Vector3>();
//链条上的点
List<Vector3> chainPosList = _hingePosList.Select(x => x.position).ToList();
//前一个控制点
Vector3? preP2 = null;
//循环线段生成画线所需点
for (int i = 0; i < chainPosList.Count - 1; i++)
{
//相邻三个点形成的夹角
float angle = 0;
//夹角影响系数
float angleEffect = 0;
if (i < chainPosList.Count - 2)
{
angle = Vector2.Angle(chainPosList[i] - chainPosList[i + 1], chainPosList[i + 2] - chainPosList[i + 1]);
angleEffect = 1 - (angle / 180f);
}
//获取控制点p1 p2
var ctrlPos = GetCtrlPoint(chainPosList[i], chainPosList[i + 1], angleEffect, preP2);
preP2 = ctrlPos[1];
//通过贝塞尔帮助类获取曲线点
for (int j = 0; j < LinePosCount; j++)
{
Vector3 pos = Bezier(chainPosList[i], ctrlPos[0], ctrlPos[1], chainPosList[i + 1], j / (float)LinePosCount);
linePosList.Add(pos);
}
}
return linePosList;
}
/// <summary>
/// 画线
/// </summary>
private void DrawLine()
{
var linePos = GetLinePosList();
_lr.positionCount = linePos.Count;
_lr.SetPositions(linePos.ToArray());
}
//三阶贝塞尔曲线推到公式
public static Vector3 Bezier(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t)
{
Vector3 temp;
Vector3 p0p1 = (1 - t) * p0 + t * p1;
Vector3 p1p2 = (1 - t) * p1 + t * p2;
Vector3 p2p3 = (1 - t) * p2 + t * p3;
Vector3 p0p1p2 = (1 - t) * p0p1 + t * p1p2;
Vector3 p1p2p3 = (1 - t) * p1p2 + t * p2p3;
temp = (1 - t) * p0p1p2 + t * p1p2p3;
return temp;
}
/// <summary>
/// 获取两个控制点
/// </summary>
/// <param name="p0">开始点</param>
/// <param name="p3">结束点</param>
/// <param name="preP2">前一个控制点p2</param>
/// <param name="angleEffect">相邻三个点所形成角度的影响系数</param>
/// <returns></returns>
private Vector3[] GetCtrlPoint(Vector3 p0, Vector3 p3,float angleEffect, Vector3? preP2 = null)
{
Vector3 p1, p2;
//先找到p0 p3 连线上的点
p1 = p0 + (p3 - p0) * P1HDrift;
p2 = p0 + (p3 - p0) * P2HDrift;
//如果前一个p2不为null,p1就在 preP2 p0 所在直线上
if (preP2 != null)
p1 = p0 + (p0 - (Vector3)preP2);
//在p0p3的垂直方向上进行偏移,得到偏移后的p2
p2 = (Vector2)p2 + Vector2.Perpendicular(p3 - p0).normalized * angleEffect * P2VDrift;
return new Vector3[] { p1, p2 };
}
}