有關貝塞爾曲線的定義以及公式已經寫在了上一篇文章中,這篇文章主要介紹這個曲線的應用
通過貝塞爾公式結算得到一個路徑數組,結合dotween的DoPath做曲線動畫
測試代碼如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Vproject : MonoBehaviour
{
public Transform start;
public Transform end;
public float ef = 1;
public int vertCount = 3;
public int pointCount = 10; //曲線上點的個數
private Vector3[] linePointList;
void Start()
{
List<Vector3> newP = new List<Vector3>();
}
// Update is called once per frame
void Update()
{
}
public void OnDrawGizmos()
{
Vector3 center = (start.position + end.position) / 2;
Vector3 centerProject = Vector3.Project(center, start.position - end.position);
transform.position= Vector3.MoveTowards(center, centerProject, ef);
Debug.DrawLine(center, centerProject,Color.yellow);
Debug.DrawLine(start.position,end.position,Color.red);
linePointList = BezierUtils.GetBeizerPointList(start.position, transform.position, end.position, vertCount);
for (int i = 0; i < linePointList.Length - 1; i++)
{
Debug.DrawLine(linePointList[i], linePointList[i + 1], Color.yellow);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class BezierUtils
{
/// <summary>
/// 線性
/// </summary>
/// <param name="p0">起點</param>
/// <param name="p1">終點</param>
/// <param name="t">【0-1】</param>
/// <returns></returns>
public static Vector3 BezierPoint(Vector3 p0, Vector3 p1, float t)
{
return (1 - t) * p0 + t * p1;
}
/// <summary>
/// 二階曲線
/// </summary>
/// <param name="p0"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Vector3 BezierPoint(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;
}
/// <summary>
/// 三階曲線
/// </summary>
/// <param name="p0"></param>
/// <param name="p1"></param>
/// <param name="p2"></param>
/// <param name="p3"></param>
/// <param name="t"></param>
/// <returns></returns>
public static Vector3 BezierPoint(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;
}
/// <summary>
/// 多階曲線 (可以遞歸 有多組線性組合)
/// </summary>
/// <param name="t"></param>
/// <param name="p"></param>
/// <returns></returns>
public static Vector3 BezierPoint(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++)
{
Vector3 p0p1 = (1 - t) * p[i] + t * p[i + 1];
newP.Add(p0p1);
}
return BezierPoint(t, newP);
}
/// <summary>
/// 獲取存儲貝塞爾曲線點的數組(二階)
/// </summary>
/// <param name="startPoint">起始點</param>
/// <param name="controlPoint">控制點</param>
/// <param name="endPoint">目標點</param>
/// <param name="segmentNum">採樣點的數量</param>
/// <returns>存儲貝塞爾曲線點的數組</returns>
public static Vector3[] GetBeizerPointList(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 = BezierPoint(startPoint, controlPoint, endPoint, t);
path[i - 1] = pixel;
}
return path;
}
/// <summary>
/// 獲取存儲貝塞爾曲線點的數組(多階)
/// </summary>
/// <param name="segmentNum">採樣點的數量</param>
/// <param name="p">控制點集合</param>
/// <returns></returns>
public static Vector3[] GetBeizerPointList(int segmentNum, List<Vector3> p)
{
Vector3[] path = new Vector3[segmentNum];
for (int i = 1; i <= segmentNum; i++)
{
float t = i / (float)segmentNum;
Vector3 pixel = BezierPoint(t, p);
path[i - 1] = pixel;
}
return path;
}
}