Exemple #1
0
    void DrawCurve(Bezier3D bezier, Quaternion rot,
                   RoutePoint pt0, RoutePoint pt1)
    {
        var p0 = pt0.transform.position;
        var p1 = p0 + rot * pt0.next_weight_point;
        var p3 = pt1.transform.position;
        var p2 = p3 + rot * pt1.prev_weight_point;

        bezier.Set(p0, p1, p2, p3);

        float iv = 1 / ((p0 - p3).magnitude / (step_length * 2));

        if (iv < 0.001f)
        {
            //间隔太大
            iv = 0.001f;
        }

        Gizmos.color = pt0.color;
        if ((pt0.delta_next.magnitude == 0 && pt1.delta_next.magnitude == 0))
        {
            Gizmos.DrawLine(p0, p3);
        }
        else
        {
            int     arrow = 0;
            float   t     = 0;
            Vector3 lp    = p0;
            Color   dc    = pt1.color - pt0.color;
            do
            {
                t += iv;
                if (t > 1.0f)
                {
                    t = 1.0f;
                }
                Vector3 p = bezier.Get(t);
                Gizmos.color = pt0.color + dc * t;
                Gizmos.DrawLine(lp, p);

                if (arrow++ % 2 == 0)
                {
                    Vector3 tangent = bezier.GetTangent(t);
                    var     angle   = RouteMath.GetPolarEular(tangent);
                    var     quat    = Quaternion.AngleAxis(angle, RouteMath.kAxisY);
                    Vector3 v0      = quat * RouteMath.kAxisX;
                    Vector3 axis    = Vector3.Cross(p - lp, v0);
                    v0 *= 0.3f;

                    Vector3 v1 = Quaternion.AngleAxis(-70, axis) * v0;
                    Gizmos.DrawLine(p, p - v1);
                    v1 = Quaternion.AngleAxis(-110, axis) * v0;
                    Gizmos.DrawLine(p, p - v1);
                }

                lp = p;
            } while(t < 1.0f);
        }
    }
Exemple #2
0
    float RefreshLength(Bezier3D bezier, Quaternion rot, RoutePoint pt0, RoutePoint pt1)
    {
        var length = 0.0f;
        var p0     = pt0.transform.position;
        var p1     = p0 + rot * pt0.next_weight_point;
        var p3     = pt1.transform.position;
        var p2     = p3 + rot * pt1.prev_weight_point;

        bezier.Set(p0, p1, p2, p3);

        float microstep = step_length / kStepParts;
        float step      = 0;

        pt0.steps_ = new float[0];

        float   t  = 0;
        Vector3 lp = p0;

        do
        {
            t += microstep;
            if (t > 1.0f)
            {
                t = 1.0f;
            }
            Vector3 p = bezier.Get(t);
            var     l = (lp - p).magnitude;
            step += l;
            if (step >= step_length)
            {
                UnityEditor.ArrayUtility.Add(ref pt0.steps_, t);
                step -= step_length;
            }
            length += l;
            lp      = p;
        } while(t < 1.0f);

        if (pt0.velocity > 0 && length / pt0.velocity < 0.001f)
        {
            pt0.steps_ = new float[0];
        }

        return(length);
    }