原理可以看下我转载的<贝塞尔曲线的数学原理>
下面是在理解后写的2阶三阶曲线
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TestCurve : MonoBehaviour
{
public float Timer = 0;
public float Time1 = 2f;
public List Points = new List();
public List 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);
}
}
///
/// 二阶贝塞尔曲线
///
public void SecondOrder()
{
Points = new List();
for (int i = 0; i < 200; i++)//for循环计算200个点,
{
Vector3 v1 = Vector3.Lerp(Game_Trans[0].position, Game_Trans[1].position, i / 100f);//注意:这里差值运算时间t必须相同
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);
}
}
///
/// 三阶贝塞尔曲线
///
public void ThirdOrder()
{
Points = new List();
for (int i = 0; i < 200; i++)//for循环计算200个点,
{
Vector3 v1 = Vector3.Lerp(Game_Trans[0].position, Game_Trans[1].position, i / 100f);//注意:这里差值运算时间t必须相同
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阶5阶同理
public void OnDrawGizmos()
{
ThirdOrder();
Gizmos.color = Color.yellow;
for (int i = 0; i < Points.Count - 1; i++)
{
Gizmos.DrawLine(Points[i], Points[i + 1]);
}
}
}
下面的代码是使用贝塞尔通用公式来实现的三阶曲线,
public class DrawLineTest : MonoBehaviour { public Transform[] m_Trans; [SerializeField] public List
m_Points; // Use this for initialization void Start() { BezierLine(200); } public void BezierLine(int _points) { m_Points = new List (); 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; } }