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。