unity绘制一条流动的弧线(贝塞尔线)

本文实例为大家分享了unity绘制一条流动弧线的具体代码,供大家参考,具体内容如下

最终效果

把下面脚本复制,直接拖上脚本,设置两个点(物体)的位置

GameObject1是开始点的位置,GameObject2是结束点的位置

public Transform[] controlPoints;

public LineRenderer lineRenderer;

public float centerPoint =0.1f;

private int layerOrder = 0;

//生成弧线中间的点数

private int _segmentNum = 20;

//偏移

float m_offset;

float m_speed = 0.5f;

void Start()

{

if (!lineRenderer)

{

lineRenderer = GetComponent<LineRenderer>();

}

lineRenderer.sortingLayerID = layerOrder;

//调用画贝斯尔线

GetBeizerList(controlPoints[0].position, (controlPoints[0].position + controlPoints[1].position) * 0.5f + new Vector3(0, centerPoint, 0), controlPoints[1].transform.position, _segmentNum);

}

private void Update()

{

m_offset = m_offset - m_speed * Time.deltaTime;

//控制offset使材质移动

GetComponent<LineRenderer>().material.mainTextureOffset = new Vector2(m_offset, 0);

}

/// <summary>

/// 根据T值,计算贝塞尔曲线上面相对应的点

/// </summary>

/// <param name="t"></param>T值

/// <param name="p0"></param>起始点

/// <param name="p1"></param>控制点

/// <param name="p2"></param>目标点

/// <returns></returns>根据T值计算出来的贝赛尔曲线点

private static Vector3 CalculateCubicBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2)

{

float u = 1 - t;

float tt = t * t;

float uu = u * u;

Vector3 p = uu * p0;

p += 2 * u * t * p1;

p += tt * p2;

return p;

}

/// <summary>

/// 获取存储贝塞尔曲线点的数组

/// </summary>

/// <param name="startPoint"></param>起始点

/// <param name="controlPoint"></param>控制点

/// <param name="endPoint"></param>目标点

/// <param name="segmentNum"></param>采样点的数量

/// <returns></returns>存储贝塞尔曲线点的数组

public Vector3[] GetBeizerList(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 = CalculateCubicBezierPoint(t, startPoint,

controlPoint, endPoint);

//设置lineRenderer的control Points

lineRenderer.positionCount = i;

lineRenderer.SetPosition(i - 1, pixel);

//存储Point

path[i - 1] = pixel;

Debug.Log(path[i - 1]);

}

return path;

}

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