贝塞尔曲线 优化画线平滑
在代码中调用下面这个方法,传入自己所要平滑的曲线的点的List列表,BezierCheck()会计算出每2个点之间需要补充多少个贝塞尔补间的点。
private static Vector3 pos1;
private static Vector3 pos2;
private static Vector3 pos3;
private static Vector3 new_pos1;
private static Vector3 new_pos2;
private static Vector3 new_pos3;
#region 贝塞尔曲线优化检测
/// <summary>
/// 贝塞尔曲线优化检测
/// </summary>
public static void BezierCheck(List<Vector3> bezierList)
{
if (bezierList.Count > 2)
{
pos1 = bezierList[bezierList.Count - 3];
pos2 = bezierList[bezierList.Count - 2];
pos3 = bezierList[bezierList.Count - 1];
float count = (pos3 - pos1).magnitude / 0.25f;
if (count < 1)
{
return;
}
float pice = 1f / count;
new_pos1 = Bezier(pos1, pos2, pos3, 0f);
new_pos2 = Bezier(pos1, pos2, pos3, pice);
new_pos3 = Bezier(pos1, pos2, pos3, 2 * pice);
bezierList[bezierList.Count - 1] = new_pos3;
bezierList[bezierList.Count - 2] = new_pos2;
bezierList[bezierList.Count - 3] = new_pos1;
for (float i = 3f; i * pice < 1; i++)
{
bezierList.Add(Bezier(pos1, pos2, pos3, i * pice));
}
}
}
#endregion
上面那个方法里会调用到下面这个方法,这个方法的意义是计算出补间的贝塞尔点的坐标
private static Vector3 p0p1;
private static Vector3 p1p2;
private static Vector3 result;
#region 三点求贝塞尔曲线
/// <summary>
///三点求贝塞尔曲线
/// </summary>
/// <returns>The bezier.</returns>
/// <param name="p0">P0.</param>
/// <param name="p1">P1.</param>
/// <param name="p2">P2.</param>
/// <param name="t">T.</param>
public static Vector3 Bezier(Vector3 p0, Vector3 p1, Vector3 p2, float t)
{
p0p1 = (1 - t) * p0 + t * p1;
p1p2 = (1 - t) * p1 + t * p2;
result = (1 - t) * p0p1 + t * p1p2;
return result;
}
#endregion