Unity 贝塞尔曲线

贝塞尔曲线是最基本的曲线,一般用在计算机 图形学和 图像处理。贝塞尔曲线可以用来创建平滑的曲线的道路、 弯曲的路径就像 祖玛游戏、 弯曲型的河流等。

在这里插入图片描述

贝塞尔曲线工具类:

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;

    }
}

贝塞尔曲线的用法:

//using UnityEngine;
//using System.Collections.Generic;
//[RequireComponent(typeof(LineRenderer))]
//public class Bezier : MonoBehaviour
//{
//    public Transform[] controlPoints;
//    public LineRenderer lineRenderer;

//    private int layerOrder = 0;
//    private int _segmentNum = 5000;


//    void Start()
//    {
//        if (!lineRenderer)
//        {
//            lineRenderer = GetComponent<LineRenderer>();
//        }
//        lineRenderer.sortingLayerID = layerOrder;
//    }

//    void Update()
//    {

//        DrawCurve();

//    }

//    void DrawCurve()
//    {
//        for (int i = 1; i <= _segmentNum; i++)
//        {
//            float t = i / (float)_segmentNum;
//            int nodeIndex = 0;
//            Vector3 pixel = CalculateCubicBezierPoint(t, controlPoints[nodeIndex].position,
//                controlPoints[nodeIndex + 1].position, controlPoints[nodeIndex + 2].position);
//            lineRenderer.positionCount = i;
//            lineRenderer.SetPosition(i - 1, pixel);
//        }

//    }

//    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;
//    }

//}

using UnityEngine;
using System.Collections.Generic;
[RequireComponent(typeof(LineRenderer))]
public class Bezier : MonoBehaviour
{
    public Transform[] controlPoints;
    public LineRenderer lineRenderer;

    private int curveCount = 0;
    private int layerOrder = 0;
    private int SEGMENT_COUNT = 50;


    void Start()
    {
        if (!lineRenderer)
        {
            lineRenderer = GetComponent<LineRenderer>();
        }
        lineRenderer.sortingLayerID = layerOrder;
        curveCount = (int)controlPoints.Length / 3;
    }

    void Update()
    {

        DrawCurve();

    }

    void DrawCurve()
    {
        for (int j = 0; j < curveCount; j++)
        {
            for (int i = 1; i <= SEGMENT_COUNT; i++)
            {
                float t = i / (float)SEGMENT_COUNT;
                int nodeIndex = j * 3;
                Vector3 pixel = CalculateCubicBezierPoint(t, controlPoints[nodeIndex].position, controlPoints[nodeIndex + 1].position, controlPoints[nodeIndex + 2].position, controlPoints[nodeIndex + 3].position);
                lineRenderer.SetVertexCount(((j * SEGMENT_COUNT) + i));
                lineRenderer.SetPosition((j * SEGMENT_COUNT) + (i - 1), pixel);
            }

        }
    }

    Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
    {
        float u = 1 - t;
        float tt = t * t;
        float uu = u * u;
        float uuu = uu * u;
        float ttt = tt * t;

        Vector3 p = uuu * p0;
        p += 3 * uu * t * p1;
        p += 3 * u * tt * p2;
        p += ttt * p3;

        return p;
    }
}
评论
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
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