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Hermite (埃尔米特)曲线

2015-12-17 20:56 316 查看

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class HermitCurve : Curve_Root {

public Transform CurveParent;
public int lineCount;
private List<NodePath> nodePath;
public float smoothFactor = 2.0f;

private Transform[] transforms;
private Vector3[] node;
public float Speed = 10.0f;

Vector3 curPos;
Vector3 nextPos;
Quaternion curRotate;
Quaternion nextRotate;
float moveTime;
float curTime;
public GameObject Tar;
int index;
private Transform T;

public float time;

/// <summary>
/// 数据校正
/// </summary>
void DadaCorrection()
{
//根节点验证
if (CurveParent == null)
{
Debug.LogError("Please add curve the root node.");
return;
}

//修正平滑因子: 2时,较为理想。
smoothFactor = smoothFactor >= 10.0f ? 10.0f : smoothFactor;
smoothFactor = smoothFactor <= 1.0f ? 1.0f : smoothFactor;
}

/// <summary>
/// 计算路径节点
/// </summary>
void ComputeNode()
{
//将节点添加入链表
Component[] mTrans = CurveParent.GetComponentsInChildren(typeof(Transform));//物体和子物体的Trans
if (mTrans.Length - 1 < 2)
{
Debug.LogError("Please add at least two points.");
return;
}

//非闭合曲线与闭合曲线的顶点时间计算:非闭合曲线,最后个顶点的时间为1.0,闭合曲线的最后个顶点的时间为倒数第二个顶点,因为他的最后个点是原点。
float t;
if (closedCurve)
{
t = 1.0f / (mTrans.Length - 1);
nodePath = new List<NodePath>();
for (int i = 1; i < mTrans.Length; i++)//根节点不参与路径节点的计算
{
nodePath.Add(new NodePath(mTrans[i].transform.position, (i - 1) * t));
}
//闭合曲线完整的节点
AddClosedCurveNode();
}
else
{
t = 1.0f / (mTrans.Length - 2);
nodePath = new List<NodePath>();
for (int i = 1; i < mTrans.Length; i++)//根节点不参与路径节点的计算
{
nodePath.Add(new NodePath(mTrans[i].transform.position, (i - 1) * t));
}
//非闭合曲线完整的节点
AddCurveNode();
}
}

// Use this for initialization
void Start () {

DadaCorrection();

ComputeNode();

node = new Vector3[lineCount+1];
//Vector3 start = nodePath[1].point;
//Vector3 end;

node[0] = nodePath[1].point;
Vector3 end;
//绘制节点
for (int i = 1; i <= lineCount; i++)
{
float ti = i / (float)lineCount;
end = GetHermitAtTime(ti);
if (node != null)
{
node[i] = end;
}
}

T = new GameObject().transform;

curPos = node[0];
nextPos = node[1];
moveTime = (nextPos - curPos).magnitude / Speed;

Tar.transform.position = curPos;
Tar.transform.transform.LookAt(nextPos);
curRotate = Tar.transform.rotation;
T.position = node[1];
T.LookAt(node[2]);
nextRotate = T.rotation;
curTime = 0;
index = 1;
}

// Update is called once per frame
void Update () {

if (AutoCurve)
{
if (moveTime > curTime)
{
Tar.transform.position = Vector3.Lerp(curPos, nextPos, curTime / moveTime);
if (AutoRotate)
{
Tar.transform.rotation = Quaternion.Slerp(curRotate, nextRotate, curTime / moveTime);
}

curTime += Time.deltaTime;
}
else
{
if (closedCurve)
{
index = ((index + 1) % (lineCount + 1) == 0) ? 0 : index + 1;
}
else
{
index = ((index + 1) % (lineCount+1) == 0) ? index : index + 1;
}
curPos = nextPos;
nextPos = node[index];

curTime = 0;
moveTime = (nextPos - curPos).magnitude / Speed;

T.position = node[index];
curRotate = nextRotate;

if (closedCurve)
{
int c1;
if (index == node.Length-1)
{
c1 = 0;
}
else
{
c1 = index + 1;
}
T.LookAt(node[c1]);
}
else
{
int c1;
if (index == node.Length - 1)
{
c1 = 0;
}
else
{
c1 = index + 1;
T.LookAt(node[c1]);
}
}

nextRotate = T.rotation;
}
}
else
{
if (closedCurve)
{
if (AutoRotate)
{
time = time > 1.0f ? 0.0f : time;
time = time < 0.0f ? 1.0f : time;
Vector3 cur = GetHermitAtTime(time);
Tar.transform.position = cur;

float del = 1.0f / lineCount;
Vector3 next0 = GetHermitAtTime(time + del);
Tar.transform.LookAt(next0);
}
else
{
time = time > 1.0f ? 0.0f : time;
time = time < 0.0f ? 1.0f : time;
Vector3 cur = GetHermitAtTime(time);
Tar.transform.position = cur;
}
}
else
{
if (AutoRotate)
{
time = time > 1.0f ? 1.0f : time;
time = time < 0.0f ? 0.0f : time;
Vector3 cur = GetHermitAtTime(time);
Tar.transform.position = cur;

float del = 1.0f / lineCount;
Vector3 next0 = GetHermitAtTime(time + del);

Tar.transform.LookAt(next0);
}
else
{
time = time > 1.0f ? 1.0f : time;
time = time < 0.0f ? 0.0f : time;
Vector3 cur = GetHermitAtTime(time);
Tar.transform.position = cur;
}
}

}

}

/// <summary>
/// 绘制曲线
/// </summary>
void DrawCurve()
{
if (closedCurve)
{
Vector3 start = nodePath[1].point;
Vector3 end;

Gizmos.color = _Color;
//绘制节点
for (int i = 1; i < lineCount; i++)
{
float time = i / (float)lineCount;
end = GetHermitAtTime(time);
//Debug.Log(end);
Gizmos.DrawLine(start, end);

start = end;
}
Gizmos.DrawLine(start, nodePath[nodePath.Count - 2].point);
}
else
{
Vector3 start = nodePath[1].point;
Vector3 end;

Gizmos.color = _Color;
//绘制节点
for (int i = 1; i < lineCount; i++)
{
float time = i / (float)lineCount;
end = GetHermitAtTime(time);
//Debug.Log(end);
Gizmos.DrawLine(start, end);
start = end;
}
Gizmos.DrawLine(start, nodePath[nodePath.Count - 2].point);
}
}

/// <summary>
/// 在Scene场景中,绘制Hermite曲线
/// </summary>
void OnDrawGizmos()
{
/*数据校正*/
DadaCorrection();
/*计算顶点*/
ComputeNode();
/*计算曲线*/
DrawCurve();
}

/// <summary>
/// 1. 非闭合曲线
/// </summary>
public void AddCurveNode()
{
nodePath.Insert(0, nodePath[0]);
nodePath.Add(nodePath[nodePath.Count - 1]);
}

/// <summary>
/// 2. 闭合曲线
/// </summary>
public void AddClosedCurveNode()
{
//nodePath.Insert(0, nodePath[0]);
nodePath.Add(new NodePath(nodePath[0]));
nodePath[nodePath.Count - 1].time = 1.0f;

Vector3 vInitDir = (nodePath[1].point - nodePath[0].point).normalized;
Vector3 vEndDir = (nodePath[nodePath.Count - 2].point - nodePath[nodePath.Count - 1].point).normalized;
float firstLength = (nodePath[1].point - nodePath[0].point).magnitude;
float lastLength = (nodePath[nodePath.Count - 2].point - nodePath[nodePath.Count - 1].point).magnitude;

NodePath firstNode = new NodePath(nodePath[0]);
firstNode.point = nodePath[0].point + vEndDir * firstLength;

NodePath lastNode = new NodePath(nodePath[nodePath.Count - 1]);
lastNode.point = nodePath[0].point + vInitDir * lastLength;

nodePath.Insert(0, firstNode);
nodePath.Add(lastNode);
}

/// <summary>
/// 通过节点段数的时间大小,获取每段节点
/// </summary>
/// <param name="t"></param>
/// <returns></returns>
public Vector3 GetHermitAtTime(float t)
{
//Debug.Log(t);
int k;
//最后一个顶点
if (t >= nodePath[nodePath.Count - 2].time)
{
return nodePath[nodePath.Count - 2].point;
}
for (k = 1; k < nodePath.Count-2; k++)
{
if (nodePath[k].time > t)
break;
}

k = k - 1;
float param = (t - nodePath[k].time) / (nodePath[k+1].time - nodePath[k].time);
return GetHermitNode(k, param);
}

/// <summary>
/// Herimite曲线:获取节点
/// </summary>
/// <param name="index">节点最近的顶点</param>
/// <param name="t"></param>
/// <returns></returns>
public Vector3 GetHermitNode(int index,float t)
{
Vector3 v;
Vector3 P0 = nodePath[index - 1].point;
Vector3 P1 = nodePath[index].point;
Vector3 P2 = nodePath[index + 1].point;
Vector3 P3 = nodePath[index + 2].point;

//调和函数
float h1 = 2 * t * t * t - 3 * t * t + 1;
float h2 = -2 * t * t * t + 3 * t * t;
float h3 = t * t * t - 2 * t * t + t;
float h4 = t * t * t - t * t;

v = h1 * P1 + h2 * P2 + h3 * (P2 - P0) / smoothFactor + h4 * (P3 - P1) / smoothFactor;
//Debug.Log(index + "  "+ t+"  "+v);
return v;
}
}

/// <summary>
/// 节点类
/// </summary>
public class NodePath
{
public Vector3 point;
public float time;

public NodePath(Vector3 v,float t)
{
point = v;
time = t;
}

public NodePath(NodePath n)
{
point = n.point;
time = n.time;
}
}
View Code

 

基类代码

using UnityEngine;
using System.Collections;

public class Curve_Root : MonoBehaviour {

//曲线是否为闭合曲线
public bool closedCurve = false;

//曲线的颜色
public Color _Color = Color.white;

//自动跟随路径
public bool AutoCurve = false;

//旋转跟随
public bool AutoRotate = false;
}
View Code

 

 路径漫游

  在曲线函数中,参数t取值[0,1],将曲线进行分段。那么能够计算出每一个点的位置。因此,在路径漫游中,我们从原点出发,将t的增量作为下一个点位置,进行插值移动。就实现了路径漫游,同时进行朝向下一个顶点旋转,就可以使看的方向随着曲线变化。

Unity 3D 项目工程

http://download.csdn.net/detail/familycsd000/9365859

 

  

  

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