C#实现贝塞尔曲线的方法

Tia ·
更新时间:2024-11-13
· 582 次阅读

本文实例为大家分享了C#实现贝塞尔曲线的具体代码,供大家参考,具体内容如下

话不多直接上代码

public Transform[] controlPoints; //曲线的控制点 ,最少三个,起点,弧度点,终点     public GameObject codeGameObject; //要动的物体     private int _segmentNum = 50; //运动物体过程分的段数     private int numIndex = 1; void Start()     {         moveGameObject(2);     } void moveGameObject(float time)     {         numIndex = 1;         InvokeRepeating("setInterval", 0, time/50);     } void setInterval()     {         int nodeIndex = 0;         float t = numIndex / (float)_segmentNum;         Vector3 pixel = CalculateCubicBezierPoint(t, controlPoints[nodeIndex].position,             controlPoints[nodeIndex + 1].position, controlPoints[nodeIndex + 2].position);         codeGameObject.gameObject.transform.position= pixel;         numIndex++;         if(numIndex> _segmentNum)         {             CancelInvoke("setInterval");         }     } 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;     }

项目里的截图:

运行就可以看到球在三个方块之间移动的曲线了

第二种方案使用DOTweenPath

/**          * @brief   播放道具飞行动画          *          * @param   prop    道具          * @param   sendPos 起始点          * @param   endP    终点          * @param   fHeight 贝塞尔曲线中间点的高度(控制曲线)          *          * @return  飞行动画时间          */     public float PlaySendFlyAnim(GameObject prop, Vector3 sendPos, Vector3 endP, float fHeight, float time)     {         float fTime = 0.0f;         if (prop == null)         {             return fTime;         }         Vector3 startP = sendPos;         prop.transform.position = startP;         float x = Mathf.Min(startP.x, endP.x) + Mathf.Abs(startP.x - endP.x) / 2f;         float y = Mathf.Min(startP.y, endP.y) + Mathf.Abs(startP.y - endP.y) / 2f;         float z = startP.z;         Vector3 midP = new Vector3(x, y, z);         double length = Math.Sqrt(Math.Pow(sendPos.x - midP.x, 2) + Math.Pow(sendPos.y - midP.y, 2));         //midP.x = fHeight / (float)length * (sendPos.x - midP.x) + midP.x;         //midP.y = fHeight / (float)length * (sendPos.y - midP.y) + midP.y;         int rangeRadomNum = UnityEngine.Random.Range(0, 2);         if(rangeRadomNum == 1)         {             midP.x = fHeight / (float)length * (endP.x - midP.x) + midP.x;             midP.y = endP.y;         }         else         {             midP.y = fHeight / (float)length * (endP.y - midP.y) + midP.y;             midP.x = endP.x;         }         //fTime = 2.0f;         fTime = time;         List<Vector3> arrRecPos = new List<Vector3>();         arrRecPos.Add(startP);         arrRecPos.Add(midP);         arrRecPos.Add(endP);         prop.transform.DOPath(arrRecPos.ToArray(), fTime, PathType.CatmullRom, PathMode.Full3D).SetEase(Ease.Linear);         return fTime;     } /// <param name="sendPos"> 玩家头像位置</param>     /// <param name="endP">筛子停止位置</param>     /// <param name="i">筛子大小</param>     /// <param name="radian">弧度</param>     /// <param name="time">时间</param>     /// <returns></returns>     public float PlayAddFriendAnim(Vector3 sendPos, Vector3 endP,int i,int radian = 0, float time = 1.5f)     {         GameObject shaizi = this.transform.Find("shaizi_anmi4_0").gameObject;         shaizi.GetComponent<Animator>().enabled = true;         SpriteRenderer _shaizhiV = shaizi.GetComponent<SpriteRenderer>();         float fTime = PlaySendFlyAnim(shaizi, sendPos, endP, radian, time);         DOTween.Sequence().AppendInterval(fTime).AppendCallback(() =>         {             if (shaizi != null)             {                 shaizi.GetComponent<Animator>().enabled = false;                 _shaizhiV.sprite = shaiziData[i-1];                 StartCoroutine(Destroyshaizi(shaizi));             }         });         return fTime; }



C# 方法 贝塞尔 贝塞尔曲线

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