贝塞尔曲线


贝塞尔曲线(Bézier curve)于1962,由法国工程师皮埃尔·贝塞尔(Pierre Bézier)所广泛发表,他运用贝塞尔曲线来为汽车的主体进行设计。贝塞尔曲线最初由Paul de Casteljau于1959年运用de Casteljau演算法开发,以稳定数值的方法求出贝兹曲线。
它是依据四个位置任意的点坐标绘制出的一条光滑曲线。曲线必定通过首尾两个点,称为端点;中间两个点虽然未必要通过,但却起到牵制曲线形状路径的作用,称作控制点。








之前在网上看到一段代码,出处忘记了,但是很好用,代码如下:


//绘制路径
	public void DrawPathHelper(Vector3[] path, Color color)
	{
		SmoothSens = 50;  		//曲线平滑度
		lineRenderer = GetComponent<LineRenderer>();
		lineRenderer.SetVertexCount(SmoothSens*vvvv.Count+1);		//设置线段数
		lineRenderer.SetWidth(0.1f, 0.1f);							//设置曲线宽度
		Vector3[] vector3s = PathControlPointGenerator(path);		//路径控制点生成
		Vector3 prevPt = Interp(vector3s,0);
		Gizmos.color=color;
		int SmoothAmount = path.Length*SmoothSens;
		for (int i = 1; i <= SmoothAmount; i++) {
			float pm = (float) i / SmoothAmount;
			Vector3 currPt = Interp(vector3s,pm);
			lineRenderer.SetPosition(i-1, currPt);
			lineRenderer.SetPosition(i, prevPt);
			prevPt = currPt;
		}
	}
	
	public Vector3[] PathControlPointGenerator(Vector3[] path)
	{
		Vector3[] suppliedPath;		//提供的路径
		Vector3[] vector3s;
		//create and store path points:		创建储备路径点
		suppliedPath = path;
		//populate calculate path;		计算构成路径
		int offset = 2;
		vector3s = new Vector3[suppliedPath.Length+offset];
		Array.Copy(suppliedPath,0,vector3s,1,suppliedPath.Length);		//将suppliedPath的0部分元素复制到vector3s中1部分,复制length长度
		//populate start and end control points:
		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);
	}
	
	public 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
			);
	}


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