using System.Collections.Generic;
using UnityEngine;
namespace Core.Utility
{
///
/// 贝塞尔曲线
///
public class BesselPath
{
public List PosList;
private List _time = new List();
public void SetPos(List PosList)
{
this.PosList = PosList;
List allbs = new List();
float allb = 0;
for (int i = 0; i < PosList.Count; i += 3)
{
if (i + 3 > PosList.Count)
{
break;
}
Vector3 p1 = PosList[i];
Vector3 p2 = PosList[i + 1];
Vector3 p3 = PosList[i + 2];
float b = GetPathCount(p1, p2, p3, 100);
allb += b;
allbs.Add(b);
}
_time.Clear();
float allt = 0;
for (int i = 0; i < allbs.Count; i++)
{
float currt = allbs[i] / allb;
allt+=currt;
_time.Add(allt);
}
}
private float GetPathCount(Vector3 p1, Vector3 p2, Vector3 p3, int count)
{
float step = 1f / count;
Vector3 startPos = p1;
float d = 0;
for (int i = 1; i < count; i++)
{
float t = i * count;
Vector3 a = Vector3.Lerp(p1, p2, t);
Vector3 b = Vector3.Lerp(a, p3, t);
d += Vector3.Distance(startPos, b);
startPos = b;
}
return d;
}
public float GetPathCount(int count)
{
float step = 1f / count;
Vector3 startPos = GetValue(0);
float d = 0;
for (int i = 1; i < count; i++)
{
Vector3 currPos = GetValue(step * i);
d += Vector3.Distance(startPos, currPos);
}
return d;
}
public Vector3 GetValue(float t)
{
int startIndex = 0;
float allt = 0;
float startt = 0;
for (int i = 0; i < _time.Count; i++)
{
if (t < _time[i])
{
startIndex = i * 3;
allt = _time[i];
if (i > 0)
{
allt= _time[i] - _time[i - 1];
startt= _time[i - 1];
}
break;
}
}
float t1 = (t - startt) / allt;
if (t1 > 1)
{
t1 = 1;
}
if (t1 < 0)
{
t1 = 0;
}
Vector3 a = PosList[startIndex];
Vector3 p2 = PosList[startIndex + 1];
Vector3 p3 = PosList[startIndex + 2];
Vector3 b = Vector3.Lerp(a, p2, t1);
Vector3 c = Vector3.Lerp(b, p3, t1);
return c;
}
}
}