您的位置:首页 > 移动开发 > Unity3D

Unity Vector3.Slerp() 球形插值详解之二

2016-04-06 16:01 531 查看
using UnityEngine;
using System.Collections;

/// <summary>
/// 在日出和日落之间动画弧线
/// 网上看到有人对Vector3.Slerp()的详解,但是经过962f之力将他的思路看明白。
/// 受到启发,就有了自己对Vector3.Slerp()的理解。tt2()函数、tt3()函数是自己的写的,tt4()是别人的。
/// tt2()函数球形插值
/// tt3()函数利用球形插值绘制类似抛物线。
/// </summary>

public class Vector3_Slerp_2 : MonoBehaviour
{
/// <summary>
/// 日出
/// </summary>
public Transform sunrise;
/// <summary>
/// 日落
/// </summary>
public Transform sunset;

/// <summary>
/// 计算中间点的一个因素
/// </summary>
public float m_centerFac = 0.5f;
/// <summary>
/// 插值中心点的影响因素
/// </summary>
public float m_moveTowardsValue = 1f;
/// <summary>
/// 插值的个数
/// </summary>
public int m_lineNum = 30;

private Vector3 mStart = Vector3.zero;
private Vector3 mEnd = Vector3.zero;

void Update()
{
//tt2();
tt3();
//tt4();
}

/// <summary>
/// 官方用例
/// </summary>
private void tt1()
{
//弧线的中心
Vector3 center = (sunrise.position + sunset.position) * 0.5f;

//向下移动中心,垂直于弧线
center -= new Vector3(0, 1, 0);

//相对于中心在弧线上插值
Vector3 riseRelCenter = sunrise.position - center;
Vector3 setRelCenter = sunset.position - center;

transform.position = Vector3.Slerp(riseRelCenter, setRelCenter, Time.time);
transform.position += center;
}

/// <summary>
///  球面插值
///  自己的理解
///  只在垂直平面上做球面插值。
/// </summary>
private void tt2()
{
mStart = sunrise.position;
mEnd = sunset.position;

/// 绘制世界坐标系
Debug.DrawLine(new Vector3(-100, 0, 0), new Vector3(100, 0, 0), Color.green);
Debug.DrawLine(new Vector3(0, -100, 0), new Vector3(0, 100, 0), Color.green);
Debug.DrawLine(new Vector3(0, 0, -100), new Vector3(0, 0, 100), Color.green);

/// 求出起始点与终点的中心点
Vector3 center = (mStart + mEnd) * m_centerFac;

////////////////////////////////////
/// 1. center、mStart、mEnd 构成一个平面A
////////////////////////////////////

Debug.DrawLine(new Vector3(center.x, 0f, center.z), center, Color.white);

/// 绘制一个三角形
Debug.DrawLine(new Vector3(center.x, 0f, center.z), mStart, Color.white);
Debug.DrawLine(new Vector3(center.x, 0f, center.z), mEnd, Color.white);
Debug.DrawLine(mStart, mEnd, Color.white);

Vector3 normal = mEnd - mStart;
///只在垂直平面上做球面插值。
Vector3 tangent = new Vector3(center.x, 0f, center.z) - center;

/// 两个坐标轴的正交化。
Vector3.OrthoNormalize(ref normal, ref tangent);
float moveTowardsValue = (mEnd - mStart).magnitude * m_moveTowardsValue;
Vector3 center2 = center + tangent * moveTowardsValue;

////////////////////////////////////
/// 2. 两个坐标轴的正交化后 center2、mStart、mEnd 构成一个平面B,
/// 3. 平面B与平面A是同一平面。
////////////////////////////////////

Debug.DrawLine(center2, mStart, Color.blue);
Debug.DrawLine(center2, mEnd, Color.blue);
Debug.Log(string.Format("{0} : {1}", Vector3.Distance(center2, mStart), Vector3.Distance(center2, mEnd)));

for (int i = 1; i < m_lineNum; ++i)
{
Vector3 drawVec = Vector3.Slerp(mEnd - center2, mStart - center2, 1f / m_lineNum * i);
drawVec += center2;
Debug.DrawLine(center2, drawVec, Color.yellow);
}

/// 绘制起始点与终点的中心点到计算出的插值的中心点
Debug.DrawLine(center, center2, Color.black);
}

/// <summary>
///  利用球面插值模拟抛物线
///  自己的理解
/// </summary>
private void tt3()
{
mStart = sunrise.position;
mEnd = sunset.position;

/// 绘制世界坐标系
Debug.DrawLine(new Vector3(-100, 0, 0), new Vector3(100, 0, 0), Color.green);
Debug.DrawLine(new Vector3(0, -100, 0), new Vector3(0, 100, 0), Color.green);
Debug.DrawLine(new Vector3(0, 0, -100), new Vector3(0, 0, 100), Color.green);

/// 求出起始点与终点的中心点
Vector3 center = mEnd + (mStart - mEnd) * m_centerFac;

////////////////////////////////////
/// 1. center、mStart、mEnd 构成一个平面A
////////////////////////////////////

Debug.DrawLine(new Vector3(center.x, mEnd.y, center.z), center, Color.white);

/// 绘制一个三角形
Debug.DrawLine(new Vector3(center.x, mEnd.y, center.z), mStart, Color.white);
Debug.DrawLine(new Vector3(center.x, mEnd.y, center.z), mEnd, Color.white);
Debug.DrawLine(mStart, mEnd, Color.white);

Vector3 normal = mStart - mEnd;
///只在垂直平面上做球面插值。
Vector3 tangent = new Vector3(center.x, mEnd.y, center.z) - center;

/// 两个坐标轴的正交化。
Vector3.OrthoNormalize(ref normal, ref tangent);
float moveTowardsValue = (mEnd - mStart).magnitude * m_moveTowardsValue;
//Vector3 center2 = center + tangent * moveTowardsValue;
Vector3 center2 = center - Vector3.up * moveTowardsValue;

////////////////////////////////////
/// 2. 两个坐标轴的正交化后 center2、mStart、mEnd 构成一个平面B,
/// 3. 平面B与平面A是同一平面。
////////////////////////////////////

Debug.DrawLine(center2, mStart, Color.blue);
Debug.DrawLine(center2, mEnd, Color.blue);
Debug.Log(string.Format("{0}:{1} -- {2}:{3}", Vector3.Distance(center2, mStart), Vector3.Distance(center2, mEnd),
Vector3.Distance(mEnd, mStart), Vector3.Distance(center2, center)));

for (int i = 1; i < m_lineNum; ++i)
{
Vector3 drawVec = Vector3.Slerp(mEnd - center2, mStart - center2, 1f / m_lineNum * i);
drawVec += center2;
Debug.DrawLine(center2, drawVec, Color.yellow);
}

/// 绘制起始点与终点的中心点到计算出的插值的中心点
Debug.DrawLine(center, center2, Color.black);
}

/// <summary>
/// 球面插值
/// http://www.manew.com/thread-43314-1-1.html 文章用例
/// </summary>
private void tt4()
{
mStart = sunrise.position;
mEnd = sunset.position;

Debug.DrawLine(new Vector3(-100, 0, 0), new Vector3(100, 0, 0), Color.green);
Debug.DrawLine(new Vector3(0, -100, 0), new Vector3(0, 100, 0), Color.green);
Debug.DrawLine(new Vector3(0, 0, -100), new Vector3(0, 0, 100), Color.green);

Debug.DrawLine(Vector3.zero, mStart, Color.white);
Debug.DrawLine(Vector3.zero, mEnd, Color.white);
Debug.DrawLine(mStart, mEnd, Color.white);

/// 求出起始点与终点的中心点
Vector3 centor = (mStart + mEnd) * 0.5f;
Debug.DrawLine(Vector3.zero, centor, Color.blue);

Vector3 centorProject = Vector3.Project(centor, mStart - mEnd); // 中心点在两点之间的投影
centor = Vector3.MoveTowards(centor, centorProject, m_moveTowardsValue);        // 沿着投影方向移动移动距离(距离越大弧度越小)

Debug.DrawLine(centor, mStart, Color.blue);
Debug.DrawLine(centor, mEnd, Color.blue);

Debug.Log(string.Format("{0} : {1}", Vector3.Distance(centor, mStart), Vector3.Distance(centor, mEnd)));

for (int i = 1; i < m_lineNum; ++i)
{
Vector3 drawVec = Vector3.Slerp(mEnd - centor, mStart - centor, 1f / m_lineNum * i);
drawVec += centor;
Debug.DrawLine(centor, drawVec, Color.yellow);
//Debug.DrawLine(centor, drawVec, 5 == i ? Color.blue : Color.yellow);
}
}
}
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: