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标题:
三个点生成抛物线 ,计算组成抛物线的点
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作者:
王者再临
时间:
2015-10-28 00:30
标题:
三个点生成抛物线 ,计算组成抛物线的点
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
//iTween里抄来的
public class otherTest : MonoBehaviour {
/// <summary>
/// 三点计算抛物线.
/// </summary>
/// <returns>组成抛物线的点.</returns>
/// <param name="path">确定抛物线的三个点或者更多的点的数组.</param>
public static List<Vector3> DrawPathHelper(Vector3[] path){
List<Vector3> array = new List<Vector3>(177);
Vector3[] vector3s = PathControlPointGenerator(path);
//Line Draw:
Vector3 prevPt = Interp(vector3s,0);
int SmoothAmount = path.Length*20;
for (int i = 1; i <= SmoothAmount; i++)
{
float pm = (float) i / SmoothAmount;
Vector3 currPt = Interp(vector3s,pm);
array.Add(currPt);
prevPt = currPt;
}
return array;
}
private static Vector3[] PathControlPointGenerator(Vector3[] path){
Vector3[] suppliedPath;
Vector3[] vector3s;
//create and store path points:
suppliedPath = path;
//populate calculate path;
int offset = 2;
vector3s = new Vector3[suppliedPath.Length+offset];
System.Array.Copy(suppliedPath,0,vector3s,1,suppliedPath.Length);
//populate start and end control points:
//vector3s[0] = vector3s[1] - vector3s[2];
vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]);
vector3s[vector3s.Length-1] = vector3s[vector3s.Length-2] + (vector3s[vector3s.Length-2] - vector3s[vector3s.Length-3]);
//is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline!
if(vector3s[1] == vector3s[vector3s.Length-2]){
Vector3[] tmpLoopSpline = new Vector3[vector3s.Length];
System.Array.Copy(vector3s,tmpLoopSpline,vector3s.Length);
tmpLoopSpline[0]=tmpLoopSpline[tmpLoopSpline.Length-3];
tmpLoopSpline[tmpLoopSpline.Length-1]=tmpLoopSpline[2];
vector3s=new Vector3[tmpLoopSpline.Length];
System.Array.Copy(tmpLoopSpline,vector3s,tmpLoopSpline.Length);
}
return(vector3s);
}
//andeeee from the Unity forum's steller Catmull-Rom class ( http://forum.unity3d.com/viewtopic.php?p=218400#218400 ):
private static Vector3 Interp(Vector3[] pts, float t){
int numSections = pts.Length - 3;
int currPt = Mathf.Min(Mathf.FloorToInt(t * (float) numSections), numSections - 1);
float u = t * (float) numSections - (float) currPt;
Vector3 a = pts[currPt];
Vector3 b = pts[currPt + 1];
Vector3 c = pts[currPt + 2];
Vector3 d = pts[currPt + 3];
return .5f * (
(-a + 3f * b - 3f * c + d) * (u * u * u)
+ (2f * a - 5f * b + 4f * c - d) * (u * u)
+ (-a + c) * u
+ 2f * b
);
}
}
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