Unity使用贝塞尔曲线

时间:2022-10-17 05:46:34

Unity使用贝塞尔曲线,网络上已经有很多帖子了,我这里主要就是转载下,多谢。

 

贝塞尔曲线计算脚本:通过GetPointAtTime()获取数据

using UnityEngine;
using System.Collections;

[System.Serializable]
public class Bezier : System.Object

{

public Vector3 p0;

public Vector3 p1;

public Vector3 p2;

public Vector3 p3;

public float ti = 0f;

private Vector3 b0 = Vector3.zero;

private Vector3 b1 = Vector3.zero;

private Vector3 b2 = Vector3.zero;

private Vector3 b3 = Vector3.zero;

private float Ax;

private float Ay;

private float Az;

private float Bx;

private float By;

private float Bz;

private float Cx;

private float Cy;

private float Cz;

// Init function v0 = 1st point, v1 = handle of the 1st point , v2 = handle of the 2nd point, v3 = 2nd point

// handle1 = v0 + v1

// handle2 = v3 + v2

public Bezier( Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3 )

{

this.p0 = v0;

this.p1 = v1;

this.p2 = v2;

this.p3 = v3;

}

// 0.0 >= t <= 1.0

public Vector3 GetPointAtTime( float t )

{

this.CheckConstant();

float t2 = t * t;

float t3 = t * t * t;

float x = this.Ax * t3 + this.Bx * t2 + this.Cx * t + p0.x;

float y = this.Ay * t3 + this.By * t2 + this.Cy * t + p0.y;

float z = this.Az * t3 + this.Bz * t2 + this.Cz * t + p0.z;

return new Vector3( x, y, z );

}

private void SetConstant()

{

this.Cx = 3f * ( ( this.p0.x + this.p1.x ) - this.p0.x );

this.Bx = 3f * ( ( this.p3.x + this.p2.x ) - ( this.p0.x + this.p1.x ) ) - this.Cx;

this.Ax = this.p3.x - this.p0.x - this.Cx - this.Bx;

this.Cy = 3f * ( ( this.p0.y + this.p1.y ) - this.p0.y );

this.By = 3f * ( ( this.p3.y + this.p2.y ) - ( this.p0.y + this.p1.y ) ) - this.Cy;

this.Ay = this.p3.y - this.p0.y - this.Cy - this.By;

this.Cz = 3f * ( ( this.p0.z + this.p1.z ) - this.p0.z );

this.Bz = 3f * ( ( this.p3.z + this.p2.z ) - ( this.p0.z + this.p1.z ) ) - this.Cz;

this.Az = this.p3.z - this.p0.z - this.Cz - this.Bz;

}

// Check if p0, p1, p2 or p3 have changed

private void CheckConstant()

{

if( this.p0 != this.b0 || this.p1 != this.b1 || this.p2 != this.b2 || this.p3 != this.b3 )

{

this.SetConstant();

this.b0 = this.p0;

this.b1 = this.p1;

this.b2 = this.p2;

this.b3 = this.p3;

}

}

}

初始化贝塞尔曲线,得到曲线每一点的坐标数据

using UnityEngine;
public class MyBezier : MonoBehaviour

{
//????????
public Bezier myBezier;
//?????
public GameObject Yellowline;
//?????????
private LineRenderer YellowlineRenderer;
//????????????????
public float hSliderValue0;
public float hSliderValue1;

void Start()
{
//??????
YellowlineRenderer = Yellowline.GetComponent<LineRenderer>();
//???????????????100?????
YellowlineRenderer.SetVertexCount(100);
}
void OnGUI()
{
//????? -5.0 - 5.0???????
hSliderValue0 = GUI.HorizontalSlider(new Rect(25, 25, 100, 30), hSliderValue0, -5.0F, 5.0F);
hSliderValue1 = GUI.HorizontalSlider(new Rect(25, 70, 100, 30), hSliderValue1, -5.0F, 5.0F);
}

void Update()
{
//??????????????????????????
myBezier = new Bezier( new Vector3( -5f, 0f, 0f ), new Vector3( hSliderValue1, hSliderValue0 , 0f ), new Vector3( 0, 0, 0f ), new Vector3( 5f, 0f, 0f ) );

//??100?????????????
for(int i =1; i <= 100; i++)
{
//??????? 0 - 1 ??????????
//????????i * 0.01 ????????
Vector3 vec = myBezier.GetPointAtTime( (float)(i *0.01) );
//????????? ??????????
YellowlineRenderer.SetPosition(i -1,vec);
}
 


【参考】:http://www.xuanyusong.com/archives/1548

【工程下载】:http://pan.baidu.com/s/1bnD5uhx