贝塞尔曲线

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Bezier类 

public class Bezier  {

    // 线性
    public static Vector3 Line_Bezier(Vector3 p0, Vector3 p1, float t) {
        return (1 - t) * p0 + t * p1;
    }

    // 二阶曲线
    public static Vector3 Second_Order_Bezier(Vector3 p0, Vector3 p1, Vector3 p2, float t) {
        Vector3 p0p1 = (1 - t) * p0 + t * p1;
        Vector3 p1p2 = (1 - t) * p1 + t * p2;
        Vector3 result = (1 - t) * p0p1 + t * p1p2;
        return result;
    }
    // 三阶曲线
    public static Vector3 Three_Order_Bezier(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
        Vector3 result;
        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;
        result = (1 - t) * p0p1p2 + t * p1p2p3;
        return result;
    }

    // n阶曲线,递归实现
    public static Vector3 N_Order_Bezier_Recursion(float t, List<Vector3> p) {
        if (p.Count < 2)
            return p[0];
        List<Vector3> newp = new List<Vector3>();
        for (int i = 0; i < p.Count - 1; i++) {
            Debug.DrawLine(p[i], p[i + 1]);
            Vector3 p0p1 = (1 - t) * p[i] + t * p[i + 1];
            newp.Add(p0p1);
        }
        return N_Order_Bezier_Recursion(t, newp);
    }
    // transform转换为vector3,在调用参数为List<Vector3>的Bezier函数
    public static Vector3 N_Order_Bezier_Transform(float t, List<Transform> p) {
        if (p.Count < 2)
            return p[0].position;
        List<Vector3> newp = new List<Vector3>();
        for (int i = 0; i < p.Count; i++) {
            newp.Add(p[i].position);
        }
        return N_Order_Bezier_Recursion(t, newp);
    }

    /// <summary>
    /// 获取存储二阶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[] GetSecondBeizerList(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 = Second_Order_Bezier(startPoint,
                controlPoint, endPoint,t);
            path[i - 1] = pixel;
            Debug.Log(path[i - 1]);
        }
        return path;

    }

    /// <summary>
    /// 获取存储三阶贝塞尔曲线点的数组
    /// </summary>
    /// <param name="startPoint"></param>起始点
    /// <param name="controlPoint1"></param>控制点
    /// <param name="controlPoint2"></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[] GetThreeBeizerList(Vector3 startPoint, Vector3 controlPoint1, Vector3 controlPoint2, Vector3 endPoint, int segmentNum) {
        Vector3[] path = new Vector3[segmentNum];
        for (int i = 1; i <= segmentNum; i++) {
            float t = i / (float)segmentNum;
            Vector3 pixel = Three_Order_Bezier(startPoint,
                controlPoint1, controlPoint2, endPoint, t);
            path[i - 1] = pixel;
            Debug.Log(path[i - 1]);
        }
        return path;

    }

    /// <summary>
    /// 获取存储N阶贝塞尔曲线点的数组
    /// </summary>
    /// <param name="p">对象数组</param>
    /// <param name="segmentNum">采样点的数量</param>
    /// <returns></returns>
    public static Vector3[] GetN_Order_TransformBeizerList(List<Transform> p, int segmentNum) {

        Vector3[] path = new Vector3[segmentNum];
        for (int i = 1; i <= segmentNum; i++) {
            float t = i / (float)segmentNum;
            Vector3 pixel = N_Order_Bezier_Transform(t,p);
            path[i - 1] = pixel;
            Debug.Log(path[i - 1]);
        }
        return path;
    }

    /// <summary>
    /// 获取存储N阶贝塞尔曲线点的数组
    /// </summary>
    /// <param name="p">Vector3数组</param>
    /// <param name="segmentNum">采样点的数量</param>
    /// <returns></returns>
    public static Vector3[] GetN_Order_VectorBeizerList(List<Vector3> p, int segmentNum) {

        Vector3[] path = new Vector3[segmentNum];
        for (int i = 1; i <= segmentNum; i++) {
            float t = i / (float)segmentNum;
            Vector3 pixel = N_Order_Bezier_Recursion(t, p);
            path[i - 1] = pixel;
            Debug.Log(path[i - 1]);
        }
        return path;
    }
}

test类

  public List<Transform> points;

    public Transform point1;
    public Transform point2;
    public Transform point3;
    public Transform point4;

    void Start () {

        Vector3[] list = Bezier.GetN_Order_TransformBeizerList(points ,50);
        for (int i = 0; i < list.Length; i++) {

            Instantiate(point1.gameObject, list[i], Quaternion.identity);
        }
    }

结果:

 

 

参考:

http://www.html-js.com/article/1628

https://blog.csdn.net/qq_35539447/article/details/80486247

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