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using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class Bezir3 : MonoBehaviour {
public GameObject StartObject;
public GameObject StartControlObject;
public GameObject EndObject;
public GameObject EndControlObject;
public int PointsNum = 100;//Number of points between start pos and end
public Color StartColor= Color.black;
public Color EndColor =Color.black;
private Vector3 StartPosition;
private Vector3 EndPosition;
private Vector3 StartControlPosition;
private Vector3 EndControlPosition;
private LineRenderer lineRenderer;
private Vector3[] positions;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if (!this.GetComponent<LineRenderer> ()) {
lineRenderer = this.gameObject.AddComponent<LineRenderer> ();
lineRenderer.material = new Material (Shader.Find("Particles/Additive"));
}
lineRenderer.SetVertexCount (PointsNum+2);
lineRenderer.SetColors (StartColor, EndColor);
SetEnds (ref StartObject,ref StartControlObject, "Start","StartControl");
SetEnds (ref EndObject, ref EndControlObject,"End","EndControl");
StartPosition = StartObject.transform.position;
EndPosition = EndObject.transform.position;
StartControlPosition = StartControlObject.transform.position;
EndControlPosition = EndControlObject.transform.position;
for(int i = 0 ;i<=PointsNum+1;i++){
lineRenderer.SetPosition (i,CalculatePosition((float)i / (float)(PointsNum+1)));
}
}
private Vector3 CalculatePosition(float t){
return Mathf.Pow (1 - t, 3) * StartPosition
+ 3 * Mathf.Pow (1 - t, 2) * t * StartControlPosition
+ 3 * (1 - t) * t * t * EndControlPosition
+ t * t * t * EndPosition;
}
private void SetEnds(ref GameObject obj,ref GameObject controlObj ,string objName,string controlObjName){
if (!obj) {
obj = GameObject.CreatePrimitive (PrimitiveType.Sphere);
obj.name = objName;
obj.transform.parent = this.transform;
obj.transform.localPosition = Vector3.zero;
}
if (!controlObj) {
controlObj = GameObject.CreatePrimitive (PrimitiveType.Sphere);
controlObj.name = controlObjName;
controlObj.transform.parent = obj.transform;
controlObj.transform.localPosition = Vector3.zero;
}
LineRenderer lineRenderer = obj.GetComponent<LineRenderer> ();
if (!lineRenderer) {
lineRenderer = obj.AddComponent<LineRenderer> ();
lineRenderer.material = new Material (Shader.Find("Particles/Additive"));
lineRenderer.SetWidth (0.1f, 0.1f);
}
lineRenderer.SetPosition (0,obj.transform.position);
lineRenderer.SetPosition (1,controlObj.transform.position);
}
}
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