这段代码可用于赛道的生成。为了兼顾性能与精度,实际使用时也可以将几段低阶 Bezier 曲线拼合成一条完整的曲线。

  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;
    }

调用时传入需要生成的点的数量即可,也可以改写为基于 time 参数来生成。