using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TestCurve : MonoBehaviour
{
public float Timer = 0;
public float Time1 = 2f;
public List<Vector3> Points = new List<Vector3>();
public List<Transform> Game_Trans;
public float MoveSpeed = 2f;
public GameObject Ball;
int i = 0;
void Awake()
{
ThirdOrder();
}
void Update()
{
Timer += Time.deltaTime;
if (Timer > Time1)
{
i++;
if (i >= Points.Count - 1)
i = 0;
Timer = 0;
Ball.transform.position = Vector3.Lerp(Points[i], Points[i + 1], 1);
}
}
/// <summary>
/// 二階貝塞爾曲線
/// </summary>
public void SecondOrder()
{
Points = new List<Vector3>();
for (int i = 0; i < 200; i++)//for循環計算200個點,
{
Vector3 v1 = Vector3.Lerp(Game_Trans[0].position, Game_Trans[1].position, i / 100f);//注意:這裏差值運算時間t必須相同
Vector3 v2 = Vector3.Lerp(Game_Trans[1].position, Game_Trans[2].position, i / 100f);
var find = Vector3.Lerp(v1, v2, i / 100f);
Points.Add(find);
}
}
/// <summary>
/// 三階貝塞爾曲線
/// </summary>
public void ThirdOrder()
{
Points = new List<Vector3>();
for (int i = 0; i < 200; i++)//for循環計算200個點,
{
Vector3 v1 = Vector3.Lerp(Game_Trans[0].position, Game_Trans[1].position, i / 100f);//注意:這裏差值運算時間t必須相同
Vector3 v2 = Vector3.Lerp(Game_Trans[1].position, Game_Trans[2].position, i / 100f);
Vector3 v3 = Vector3.Lerp(Game_Trans[2].position, Game_Trans[3].position, i / 100f);
var v1_1 = Vector3.Lerp(v1, v2, i / 100f);
var v1_2 = Vector3.Lerp(v2, v3, i / 100f);
var find = Vector3.Lerp(v1_1, v1_2, i / 100f);
Points.Add(find);
}
}
//4階5階同理
public void OnDrawGizmos()
{
ThirdOrder();
Gizmos.color = Color.yellow;
for (int i = 0; i < Points.Count - 1; i++)
{
Gizmos.DrawLine(Points[i], Points[i + 1]);
}
}
}
下面的代碼是使用貝塞爾通用公式來實現的三階曲線,
public class DrawLineTest : MonoBehaviour
{
public Transform[] m_Trans;
[SerializeField]
public List<Vector2> m_Points;
// Use this for initialization
void Start()
{
BezierLine(200);
}
public void BezierLine(int _points)
{
m_Points = new List<Vector2>();
Vector2 pointA = cubeBezier(m_Trans[0].position, m_Trans[1].position, m_Trans[2].position, m_Trans[3].position, 0f);
m_Points.Add(pointA);
for(int i = 0; i < _points; i++)
{
var vector = cubeBezier(m_Trans[0].position, m_Trans[1].position, m_Trans[2].position, m_Trans[3].position, i / (float)_points);
m_Points.Add(vector);
}
}
int i = 0;
void OnDrawGizmos()
{
BezierLine(200);
Gizmos.color = Color.yellow;
while(i < m_Points.Count - 2)
{
Gizmos.DrawLine(m_Points[i], m_Points[i + 1]);
i++;
}
i = 0;
}
private static Vector2 cubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
{
float num = 1f - t;
return num * num * num * s + 3f * num * num * t * st + 3f * num * t * t * et + t * t * t * e;
}
}