using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 贝塞尔曲线计算边缘点
///
public class UnitAlgorithmEdgePoint : UnitAlgorithm {
/// 三阶贝塞尔曲线计算边缘点
public UnitAlgorithmEdgePoint() { }
public void Compute(DataPolygon data) {
//List points = new List(data.points);
//List edgePoints = new List();
//for (int i = 0; i < points.Count; i++) {
// DataPoint aPoint = points.LoopIndex(i);
// DataPoint bPoint = points.LoopIndex(i + 1);
// if (!aPoint.isCurveAfter && !bPoint.isCurveFront) {
// edgePoints.Add(aPoint.position);
// }
// if (!aPoint.isCurveAfter && bPoint.isCurveFront) {
// edgePoints.AddRange(CreateLine(aPoint, bPoint, bPoint.frontBezier, data.edgeSmooth));
// }
// if (aPoint.isCurveAfter && !bPoint.isCurveFront) {
// edgePoints.AddRange(CreateLine(aPoint, bPoint, aPoint.afterBezier, data.edgeSmooth));
// }
// if (aPoint.isCurveAfter && bPoint.isCurveFront) {
// edgePoints.AddRange(CreateLine(aPoint, bPoint, data.edgeSmooth));
// }
//}
//data.edgePoints = edgePoints;
}
#region 函数
/// 二阶贝塞尔线段
public List CreateLine(DataPoint aPoint, DataPoint bPoint, Vector3 b, float smooth) {
List points = new List();
//方向,距离
Vector2 direction = (bPoint.position - aPoint.position).normalized;
float distance = Vector2.Distance(bPoint.position, aPoint.position);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
Vector3 a = aPoint.position;
Vector3 c = bPoint.position;
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(a, b, c, t);
points.Add(position);
}
return points;
}
/// 三阶贝塞尔线段
public List CreateLine(DataPoint aPoint, DataPoint bPoint, float smooth) {
List points = new List();
//方向,距离
Vector2 direction = (bPoint.position - aPoint.position).normalized;
float distance = Vector2.Distance(bPoint.position, aPoint.position);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
//Vector3 a = aPoint.position;
//Vector3 b = aPoint.afterBezier;
//Vector3 c = bPoint.frontBezier;
//Vector3 d = bPoint.position;
//for (int i = 0; i < quotient; i++) {
// float t = i * (distance / quotient) / distance;
// Vector2 position = ComputeBezier(a, b, c, d, t);
// points.Add(position);
//}
return points;
}
#endregion
#region 算法
/// 商数
public static int Quotient(float distance, float smooth) {
int a = (int)(distance * 1000);
int b = (int)(smooth * 1000);
return Math.DivRem(a, b, out int remainder);
}
///
/// 一阶贝塞尔算法
///
/// 起点
/// 终点
/// 进度
///
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, float t) {
return a + (b - a) * t;
}
///
/// 二阶贝塞尔算法
///
/// 起点
/// 贝塞尔点
/// 终点
/// 进度
/// 当前进度的曲线点
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
return aa + (bb - aa) * t;
}
///
/// 三阶贝塞尔算法
///
/// 起点
/// 起点的贝塞尔点
/// 终点的贝塞尔点
/// 终点
/// 进度
/// 当前进度的曲线点
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, Vector3 c, Vector3 d, float t) {
Vector3 aa = a + (b - a) * t;
Vector3 bb = b + (c - b) * t;
Vector3 cc = c + (d - c) * t;
Vector3 aaa = aa + (bb - aa) * t;
Vector3 bbb = bb + (cc - bb) * t;
return aaa + (bbb - aaa) * t;
}
#endregion
}