89 lines
2.3 KiB
C#
89 lines
2.3 KiB
C#
using System;
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using UnityEngine;
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[RequireComponent(typeof(LineRenderer))]
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[ExecuteAlways]
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public class BezierCurveLine : MonoBehaviour
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{
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private Vector3[] vertexList = Array.Empty<Vector3>();
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private Vector3 p0 = Vector3.zero;
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public Vector3 v0 = Vector3.zero;
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public Vector3 p1 = Vector3.zero;
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public Vector3 v1 = Vector3.zero;
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public Transform endTransform;
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public bool animateBezierWind;
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public Vector3 windMagnitude;
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public Vector3 windFrequency;
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private Vector3 windPhaseShift;
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private Vector3 lastWind;
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private Vector3 finalv0;
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private Vector3 finalv1;
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private float windTime;
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public LineRenderer lineRenderer { get; private set; }
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private void Awake()
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{
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lineRenderer = GetComponent<LineRenderer>();
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windPhaseShift = UnityEngine.Random.insideUnitSphere * 360f;
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Array.Resize(ref vertexList, lineRenderer.positionCount + 1);
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UpdateBezier(0f);
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}
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public void OnEnable()
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{
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Array.Resize(ref vertexList, lineRenderer.positionCount + 1);
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}
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private void LateUpdate()
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{
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UpdateBezier(Time.deltaTime);
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}
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public void UpdateBezier(float deltaTime)
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{
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windTime += deltaTime;
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p0 = base.transform.position;
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if ((bool)endTransform)
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{
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p1 = endTransform.position;
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}
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if (animateBezierWind)
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{
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finalv0 = v0 + new Vector3(Mathf.Sin(MathF.PI / 180f * (windTime * 360f + windPhaseShift.x) * windFrequency.x) * windMagnitude.x, Mathf.Sin(MathF.PI / 180f * (windTime * 360f + windPhaseShift.y) * windFrequency.y) * windMagnitude.y, Mathf.Sin(MathF.PI / 180f * (windTime * 360f + windPhaseShift.z) * windFrequency.z) * windMagnitude.z);
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finalv1 = v1 + new Vector3(Mathf.Sin(MathF.PI / 180f * (windTime * 360f + windPhaseShift.x + p1.x) * windFrequency.x) * windMagnitude.x, Mathf.Sin(MathF.PI / 180f * (windTime * 360f + windPhaseShift.y + p1.z) * windFrequency.y) * windMagnitude.y, Mathf.Sin(MathF.PI / 180f * (windTime * 360f + windPhaseShift.z + p1.y) * windFrequency.z) * windMagnitude.z);
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}
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else
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{
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finalv0 = v0;
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finalv1 = v1;
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}
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for (int i = 0; i < vertexList.Length; i++)
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{
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float t = (float)i / (float)(vertexList.Length - 2);
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vertexList[i] = EvaluateBezier(t);
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}
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lineRenderer.SetPositions(vertexList);
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}
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private Vector3 EvaluateBezier(float t)
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{
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Vector3 a = Vector3.Lerp(p0, p0 + finalv0, t);
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Vector3 b = Vector3.Lerp(p1, p1 + finalv1, 1f - t);
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return Vector3.Lerp(a, b, t);
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}
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}
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