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@a-type
Created February 24, 2015 20:06
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Unity3D 3D Bezier Curve Mesh Generator
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Bezier3D : MonoBehaviour
{
public Vector3 start = new Vector3(0, 0, 0);
public Vector3 end = new Vector3(1, 1, 0);
public Vector3 handle1 = new Vector3(0, 1, 0);
public Vector3 handle2 = new Vector3(1, 0, 0);
public int resolution = 12;
public float thickness = 0.25f;
public void Start ()
{
GetComponent<MeshFilter>().mesh = CreateMesh();
}
//cacluates point coordinates on a quadratic curve
public static Vector3 PointOnPath(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
{
float u, uu, uuu, tt, ttt;
Vector3 p;
u = 1 - t;
uu = u * u;
uuu = uu * u;
tt = t * t;
ttt = tt * t;
p = uuu * p0;
p += 3 * uu * t * p1;
p += 3 * u * tt * p2;
p += ttt * p3;
return p;
}
public Mesh CreateMesh()
{
Mesh mesh;
mesh = new Mesh();
float scaling = 1;
float width = thickness / 2f;
List<Vector3> vertList = new List<Vector3>();
List<int> triList = new List<int>();
List<Vector2> uvList = new List<Vector2>();
Vector3 upNormal = new Vector3(0, 0, -1);
triList.AddRange(new int[] {
2, 1, 0, //start face
0, 3, 2
});
for (int s = 0; s < resolution; s++)
{
float t = ((float)s) / resolution;
float futureT = ((float)s + 1) / resolution;
Vector3 segmentStart = PointOnPath(t, start, handle1, handle2, end);
Vector3 segmentEnd = PointOnPath(futureT, start, handle1, handle2, end);
Vector3 segmentDirection = segmentEnd - segmentStart;
if (s == 0 || s == resolution - 1)
segmentDirection = new Vector3(0, 1, 0);
segmentDirection.Normalize();
Vector3 segmentRight = Vector3.Cross(upNormal, segmentDirection);
segmentRight *= width;
Vector3 offset = segmentRight.normalized * (width / 2) * scaling;
Vector3 br = segmentRight + upNormal * width + offset;
Vector3 tr = segmentRight + upNormal * -width + offset;
Vector3 bl = -segmentRight + upNormal * width + offset;
Vector3 tl = -segmentRight + upNormal * -width + offset;
int curTriIdx = vertList.Count;
Vector3[] segmentVerts = new Vector3[]
{
segmentStart + br,
segmentStart + bl,
segmentStart + tl,
segmentStart + tr,
};
vertList.AddRange(segmentVerts);
Vector2[] uvs = new Vector2[]
{
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 1)
};
uvList.AddRange(uvs);
int[] segmentTriangles = new int[]
{
curTriIdx + 6, curTriIdx + 5, curTriIdx + 1, //left face
curTriIdx + 1, curTriIdx + 2, curTriIdx + 6,
curTriIdx + 7, curTriIdx + 3, curTriIdx + 0, //right face
curTriIdx + 0, curTriIdx + 4, curTriIdx + 7,
curTriIdx + 1, curTriIdx + 5, curTriIdx + 4, //top face
curTriIdx + 4, curTriIdx + 0, curTriIdx + 1,
curTriIdx + 3, curTriIdx + 7, curTriIdx + 6, //bottom face
curTriIdx + 6, curTriIdx + 2, curTriIdx + 3
};
triList.AddRange(segmentTriangles);
// final segment fenceposting: finish segment and add end face
if (s == resolution - 1)
{
curTriIdx = vertList.Count;
vertList.AddRange(new Vector3[] {
segmentEnd + br,
segmentEnd + bl,
segmentEnd + tl,
segmentEnd + tr
});
uvList.AddRange(new Vector2[] {
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 1)
}
);
triList.AddRange(new int[] {
curTriIdx + 0, curTriIdx + 1, curTriIdx + 2, //end face
curTriIdx + 2, curTriIdx + 3, curTriIdx + 0
});
}
}
mesh.vertices = vertList.ToArray();
mesh.triangles = triList.ToArray();
mesh.uv = uvList.ToArray();
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.Optimize();
return mesh;
}
}
@michealaj
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Hey any idea on how to make it continuous like add more points and meshes to the existing once

@mansoor090
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Did u figure it out? Michealaj

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