Curve Bezier
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using UnityEngine;using System.Collections;using System.Collections.Generic;public class DrawLine : MonoBehaviour { // Use this for initialization private List<Vector3> list; private bool IsDraw = false; private LineRenderer lineRenderer; void Start () { lineRenderer = GetComponent<LineRenderer>(); } // Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { if (list == null) list = new List<Vector3>(); list.Clear(); IsDraw = true; lineRenderer.SetVertexCount(0); } if (Input.GetMouseButton(0))//记录划线点 { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, 1000)) { Vector3 point = hit.point; if (!hit.collider.name.Equals("Terrain")) { return; } list.Add(point); print(list.Count); } } if (Input.GetMouseButtonUp(0)) { IsDraw = false; } drawBezierCurve(); // drawInputPointCurve(); } private void drawBezierCurve() { if(IsDraw&&list.Count>0){ List<Vector3> bcList; BezierCurve bc= new BezierCurve(); bcList = bc.CreateCurve(list);// 通过贝塞尔曲线 平滑划线点 lineRenderer.SetVertexCount(bcList.Count); //maxVertices < 65536 && maxIndices < 65536*3 点的密度 可以降低 太多会超过可设顶点数 for (int i = 0; i < bcList.Count; i++) { Vector3 v = bcList[i]; v += new Vector3(0, 0.5f, 0); lineRenderer.SetPosition(i, v); } } } private void drawInputPointCurve() { if (IsDraw && list.Count > 0) { lineRenderer.SetVertexCount(list.Count); for (int i = 0; i < list.Count; i++) { Vector3 v = list[i]; v += new Vector3(0, 0.5f, 0); lineRenderer.SetPosition(i, v); } } }}
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