曲线插值-N阶Bezier贝塞尔曲线生成
可用于赛道的生成,当然为了性能 和精度 可以几个低阶的bezier 合并起来作为一个完整的
public static List<Vector3> GetBezierPoints(List<Vector3> pathToCurve, int interpolations)
{
List<Vector3> tempPoints;
List<Vector3> curvedPoints;
int pointsLength = 0;
int curvedLength = 0;
if (interpolations < 1)
interpolations = 1;
pointsLength = pathToCurve.Count;
curvedLength = (pointsLength * Mathf.RoundToInt(interpolations)) - 1;
curvedPoints = new List<Vector3>(curvedLength);
float t = 0.0f;
for (int pointInTimeOnCurve = 0; pointInTimeOnCurve < curvedLength + 1; pointInTimeOnCurve++)
{
t = Mathf.InverseLerp(0, curvedLength, pointInTimeOnCurve);
tempPoints = new List<Vector3>(pathToCurve);
for (int j = pointsLength - 1; j > 0; j--)
{
for (int i = 0; i < j; i++)
{
tempPoints[i] = (1 - t) * tempPoints[i] + t * tempPoints[i + 1];
}
}
curvedPoints.Add(tempPoints[0]);
}
return curvedPoints;
}
输入生成的点的个数即可,也可改写为time 来生成