Unityは、ベジェ曲線の3つのスクリプトを生成し、

using UnityEngine;
using System.Collections;
//using Vectrosity;
using System.Collections.Generic;
 
public class DrawCurveTest : MonoBehaviour
{
    public Material lineMat;
    public int segment=20;
    //VectorLine line;
    public Transform[] poss = new Transform[3];
 
    List m_points3;
 
    public GameObject cubePrefab;
 
 
    public LineRenderer lineRenderer;
    public Color c1 = Color.yellow;
    public Color c2 = Color.red;
    // Use this for initialization
    void Start()
    {
 
        lineRenderer = GetComponent();
        lineRenderer.material = lineMat;
        lineRenderer.SetColors(c1, c2);
        lineRenderer.SetWidth(0.5F, 0.5F);
        lineRenderer.SetVertexCount(segment);
    }
 
    void CmakeCurve(Vector3 anchor1, Vector3 control1, Vector3 anchor2, Vector3 control2, int segments)
    {
        m_points3 = new List(segment);
        for (int i = 0; i < segment; i++)
        {
            Vector3 pp= GetBezierPoint3D(ref anchor1, ref control1, ref anchor2, ref control2, (float)i / segments, cubePrefab);
            m_points3.Add(pp);
        }
    }
 
    private static Vector3 GetBezierPoint3D(ref Vector3 anchor1, ref Vector3 control1, ref Vector3 anchor2, ref Vector3 control2, float t,GameObject go)
    {
        float cx = 3 * (control1.x - anchor1.x);
        float bx = 3 * (control2.x - control1.x) - cx;
        float ax = anchor2.x - anchor1.x - cx - bx;
        float cy = 3 * (control1.y - anchor1.y);
        float by = 3 * (control2.y - control1.y) - cy;
        float ay = anchor2.y - anchor1.y - cy - by;
        float cz = 3 * (control1.z - anchor1.z);
        float bz = 3 * (control2.z - control1.z) - cz;
        float az = anchor2.z - anchor1.z - cz - bz;
 
        //    Vector3 pop=new Vector3((ax * (t * t * t)) + (bx * (t * t)) + (cx * t) + anchor1.x,
        //                    (ay * (t * t * t)) + (by * (t * t)) + (cy * t) + anchor1.y,
        //                    (az * (t * t * t)) + (bz * (t * t)) + (cz * t) + anchor1.z);
        //    Instantiate(go, pop, Quaternion.identity);
        //return pop;
        return new Vector3((ax * (t * t * t)) + (bx * (t * t)) + (cx * t) + anchor1.x,
                            (ay * (t * t * t)) + (by * (t * t)) + (cy * t) + anchor1.y,
                            (az * (t * t * t)) + (bz * (t * t)) + (cz * t) + anchor1.z);
    }
 
    // Update is called once per frame
    void Update()
    {
        CmakeCurve(poss[0].position, poss[1].position, poss[2].position, poss[2].position, segment);
        int i = 0;
        while (i < m_points3.Count)
        {
            //Vector3 pos = new Vector3(i * 0.5F, Mathf.Sin(i + Time.time), 0);
            lineRenderer.SetPosition(i, m_points3[i]);
            i++;
        }
    }
}
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