Files
MuHua-Core/Assets/ModuleUnit/UnitAlgorithm/UnitAlgorithmBezier.cs
T
MuHua-123 698464b9d7 1
2024-11-29 18:10:02 +08:00

152 lines
5.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// 贝塞尔算法
/// </summary>
public class UnitAlgorithmBezier : UnitAlgorithm<DataPlate> {
/// <summary> 贝塞尔算法 </summary>
public UnitAlgorithmBezier() { }
public void Compute(DataPlate data) {
List<Vector3> points = new List<Vector3>();
for (int i = 0; i < data.plateSides.Count; i++) {
Compute(data.plateSides[i]);
//points.AddRange(data.plateSides[i].positions);
}
//去除重复边缘点
points = points.Distinct().ToList();
//data.edgePoints = points;
}
public void Compute(DataPlateSide data) {
DataBezier dataBezier = new DataBezier();
dataBezier.bezier = data.bezier;
//dataBezier.smooth = data.plate.smooth;
dataBezier.aPoint = data.aPoint.position;
dataBezier.bPoint = data.bPoint.position;
dataBezier.aBezier = data.aBezier;
dataBezier.bBezier = data.bBezier;
dataBezier.Compute();
//data.length = dataBezier.length;
//data.positions = dataBezier.positions.ToArray();
//data.lines = dataBezier.lines.ToArray();
}
public class DataBezier {
//输入
public float smooth;
public Bezier bezier;
public Vector3 aPoint;
public Vector3 bPoint;
public Vector3 aBezier;
public Vector3 bBezier;
//输出
public float length;
public List<Vector3> positions = new List<Vector3>();
public List<DataPlateLine> lines = new List<DataPlateLine>();
/// <summary> 计算曲线细分点 </summary>
public void Compute() {
//细分点
if (bezier == Bezier.) { positions = new List<Vector3> { aPoint, bPoint }; }
if (bezier == Bezier.) { positions = Compute(aPoint, aBezier, bPoint); }
if (bezier == Bezier.) { positions = Compute(aPoint, aBezier, bBezier, bPoint); }
//线段
lines = new List<DataPlateLine>();
for (int i = 0; i < positions.Count - 1; i++) {
DataPlateLine line = new DataPlateLine();
line.a = positions.LoopIndex(i + 0);
line.b = positions.LoopIndex(i + 1);
line.origin = length;
lines.Add(line);
length += line.Distance;
}
}
/// <summary> 二阶贝塞尔线段 </summary>
private List<Vector3> Compute(Vector3 a, Vector3 b, Vector3 c) {
List<Vector3> points = new List<Vector3>();
//方向,距离
float distance = Vector2.Distance(c, a);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(a, b, c, t);
points.Add(position);
}
points.Add(c);
return points;
}
/// <summary> 三阶贝塞尔线段 </summary>
private List<Vector3> Compute(Vector3 a, Vector3 b, Vector3 c, Vector3 d) {
List<Vector3> points = new List<Vector3>();
//方向,距离
Vector2 direction = (d - a).normalized;
float distance = Vector2.Distance(d, a);
//求余,得商数
int quotient = Quotient(distance, smooth);
//贝塞尔曲线点
for (int i = 0; i < quotient; i++) {
float t = i * (distance / quotient) / distance;
Vector2 position = ComputeBezier(a, b, c, d, t);
points.Add(position);
}
points.Add(d);
return points;
}
}
/// <summary> 商数 </summary>
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);
}
/// <summary>
/// 一阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">终点</param>
/// <param name="t">进度</param>
/// <returns></returns>
public static Vector3 ComputeBezier(Vector3 a, Vector3 b, float t) {
return a + (b - a) * t;
}
/// <summary>
/// 二阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">贝塞尔点</param>
/// <param name="c">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
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;
}
/// <summary>
/// 三阶贝塞尔算法
/// </summary>
/// <param name="a">起点</param>
/// <param name="b">起点的贝塞尔点</param>
/// <param name="c">终点的贝塞尔点</param>
/// <param name="d">终点</param>
/// <param name="t">进度</param>
/// <returns>当前进度的曲线点</returns>
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;
}
}