using System.Collections.Generic; using Fort23.Core; using UnityEngine; namespace Core.Utility { /// /// 贝塞尔曲线 /// public class BesselPath :CObject { public BetterList controlPoints = new BetterList(); public Vector3 CalculatePoint(float t) { if (controlPoints.Count < 2) { Debug.LogError("需要至少2个控制点来计算贝塞尔曲线"); return Vector3.zero; } t = Mathf.Clamp01(t); int n = controlPoints.Count - 1; // 阶数 Vector3 point = Vector3.zero; for (int i = 0; i <= n; i++) { // 计算伯恩斯坦多项式 float bernstein = Bernstein(n, i, t); point += bernstein * controlPoints[i]; } return point; } // 计算伯恩斯坦多项式 private float Bernstein(int n, int i, float t) { return BinomialCoefficient(n, i) * Mathf.Pow(1 - t, n - i) * Mathf.Pow(t, i); } // 计算二项式系数 C(n,i) private float BinomialCoefficient(int n, int i) { return Factorial(n) / (Factorial(i) * Factorial(n - i)); } // 计算阶乘 private float Factorial(int n) { if (n <= 1) return 1; float result = 1; for (int i = 2; i <= n; i++) { result *= i; } return result; } // 获取曲线的切线(数值近似) public Vector3 GetTangent(float t) { const float delta = 0.001f; t = Mathf.Clamp01(t); // 使用数值微分近似切线 Vector3 p1 = CalculatePoint(t - delta); Vector3 p2 = CalculatePoint(t + delta); return (p2 - p1).normalized; } public override void ActiveObj() { } public override void DormancyObj() { controlPoints.Clear(); } } }