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c# - unity - Cómo animar una curva bezier en una duración determinada



unity programming language (2)

Esta es una mejora de Ed Marty Answers. para hacer que la corutina construya la curva en una duración determinada, puedes hacerlo así

waitDur = duration / numOfPoints;

public class BCurve : MonoBehaviour { LineRenderer lineRenderer; public Vector3 point0, point1, point2; int numPoints = 50; Vector3[] positions = new Vector3[50]; // Use this for initialization void Start () { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material (Shader.Find ("Sprites/Default")); lineRenderer.startColor = lineRenderer.endColor = Color.white; lineRenderer.startWidth = lineRenderer.endWidth = 0.1f; StartCoroutine(DrawQuadraticCurve (3)); } IEnumerator DrawQuadraticCurve (float duration) { //Calculate wait duration for each loop so it match 3 seconds float waitDur = duration / numPoints; for (int i = 1; i < numPoints + 1; i++) { float t = i / (float)numPoints; lineRenderer.positionCount = i; lineRenderer.setPosition(i - 1, CalculateLinearBeziearPoint (t, point0, point1, point2)); yield return new WaitForSeconds(waitDur); } } Vector3 CalculateLinearBeziearPoint (float t, Vector3 p0, Vector3 p1, Vector3 p2) { float u = 1 - t; float tt = t * t; float uu = u * u; Vector3 p = uu * p0 + 2 * u * t * p1 + tt * p2; return p; } }

Creé una curva bezier añadiendo la siguiente secuencia de comandos a un objeto de juego vacío en el inspector. Esto dibuja para completar la curva de una vez cuando ejecuto el código. ¿Cómo puedo animarlo durante un período de tiempo dado, digamos 2 o 3 segundos?

public class BCurve : MonoBehaviour { LineRenderer lineRenderer; public Vector3 point0, point1, point2; int numPoints = 50; Vector3[] positions = new Vector3[50]; // Use this for initialization void Start () { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material (Shader.Find ("Sprites/Default")); lineRenderer.startColor = lineRenderer.endColor = Color.white; lineRenderer.startWidth = lineRenderer.endWidth = 0.1f; lineRenderer.positionCount = numPoints; DrawQuadraticCurve (); } void DrawQuadraticCurve () { for (int i = 1; i < numPoints + 1; i++) { float t = i / (float)numPoints; positions [i - 1] = CalculateLinearBeziearPoint (t, point0, point1, point2); } lineRenderer.SetPositions(positions); } Vector3 CalculateLinearBeziearPoint (float t, Vector3 p0, Vector3 p1, Vector3 p2) { float u = 1 - t; float tt = t * t; float uu = u * u; Vector3 p = uu * p0 + 2 * u * t * p1 + tt * p2; return p; } }


Usa una corutina:

public class BCurve : MonoBehaviour { LineRenderer lineRenderer; public Vector3 point0, point1, point2; int numPoints = 50; Vector3[] positions = new Vector3[50]; // Use this for initialization void Start () { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material (Shader.Find ("Sprites/Default")); lineRenderer.startColor = lineRenderer.endColor = Color.white; lineRenderer.startWidth = lineRenderer.endWidth = 0.1f; StartCoroutine(DrawQuadraticCurve (3)); } IEnumerator DrawQuadraticCurve (float duration) { //Calculate wait duration for each loop so it match 3 seconds float waitDur = duration / numPoints; for (int i = 1; i < numPoints + 1; i++) { float t = i / (float)numPoints; lineRenderer.positionCount = i; lineRenderer.setPosition(i - 1, CalculateLinearBeziearPoint (t, point0, point1, point2)); yield return new WaitForSeconds(waitDur); } } Vector3 CalculateLinearBeziearPoint (float t, Vector3 p0, Vector3 p1, Vector3 p2) { float u = 1 - t; float tt = t * t; float uu = u * u; Vector3 p = uu * p0 + 2 * u * t * p1 + tt * p2; return p; } }

EDITAR: Agregó una duración específica a la llamada.

Nota: Si es probable que duration / numPoints sea ​​menor que Time.deltaTime , le conviene usar este método, que puede dibujar varios puntos por fotograma:

IEnumerator DrawQuadraticCurve (float duration) { float progressPerSecond = 1 / duration; float startTime = Time.time; float progress = 0; while (progress < 1) { progress = Mathf.clamp01((Time.time - startTime) * progressPerSecond); int prevPointCount = lineRenderer.positionCount; int curPointCount = progress * numPoints; lineRenderer.positionCount = curPointCount; for (int i = prevPointCount; i < curPointCount; ++i) { float t = i / (float)numPoints; lineRenderer.setPosition(i, CalculateLinearBeziearPoint (t, point0, point1, point2)); } yield return null; } }