Files
david effcd6f874 add slides for complex algorithms
add unity project for complex algorithms
add example for bezier curves
add example for game of life
2025-05-13 18:12:32 +02:00

104 lines
3.3 KiB
C#

using System;
using UnityEngine;
namespace DefaultNamespace
{
public class BezierCurves : MonoBehaviour
{
public enum BezierCurveType
{
Linear,
Quadratic,
Cubic,
}
[SerializeField] private BezierCurveType _bezierCurveType;
[SerializeField] private Color _color;
[SerializeField] private Transform[] _positions = new Transform[0];
[SerializeField, Min(1)] private int _separations = 1;
private void OnDrawGizmos()
{
Gizmos.color = _color;
switch (_bezierCurveType)
{
case BezierCurveType.Linear:
DrawLinearBezierCurve();
break;
case BezierCurveType.Quadratic:
DrawQuadraticBezierCurve();
break;
case BezierCurveType.Cubic:
DrawCubicBezierCurve();
break;
}
for (int i = 0; i < _positions.Length; i++)
{
Gizmos.DrawSphere(_positions[i].position, 0.25f);
}
}
private void DrawLinearBezierCurve()
{
if (_positions.Length < 2) return;
Vector3 p0 = _positions[0].position;
Vector3 p1 = _positions[1].position;
// Gizmos.DrawLine(p0, p1);
for (int i = 0; i < _separations; i++)
{
float t0 = (float)i / _separations;
float t1 = (float)(i + 1) / _separations;
Gizmos.DrawLine(LinearCurvePoint(p0, p1, t0), LinearCurvePoint(p0, p1, t1));
}
}
private void DrawQuadraticBezierCurve()
{
if (_positions.Length < 3) return;
Vector3 p0 = _positions[0].position;
Vector3 p1 = _positions[1].position;
Vector3 p2 = _positions[2].position;
for (int i = 0; i < _separations; i++)
{
float t0 = (float)i / _separations;
float t1 = (float)(i + 1) / _separations;
Gizmos.DrawLine(QuadraticCurvePoint(p0, p1, p2, t0), QuadraticCurvePoint(p0, p1, p2, t1));
}
}
private void DrawCubicBezierCurve()
{
if (_positions.Length < 4) return;
Vector3 p0 = _positions[0].position;
Vector3 p1 = _positions[1].position;
Vector3 p2 = _positions[2].position;
Vector3 p3 = _positions[3].position;
for (int i = 0; i < _separations; i++)
{
float t0 = (float)i / _separations;
float t1 = (float)(i + 1) / _separations;
Gizmos.DrawLine(CubicCurvePoint(p0, p1, p2, p3, t0), CubicCurvePoint(p0, p1, p2, p3, t1));
}
}
private Vector3 LinearCurvePoint(Vector3 p0, Vector3 p1, float t) => (1 - t) * p0 + t * p1;
private Vector3 QuadraticCurvePoint(Vector3 p0, Vector3 p1, Vector3 p2, float t) =>
LinearCurvePoint(LinearCurvePoint(p0, p1, t), LinearCurvePoint(p1, p2, t), t);
private Vector3 CubicCurvePoint(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) =>
LinearCurvePoint(QuadraticCurvePoint(p0, p1, p2, t), QuadraticCurvePoint(p1, p2, p3, t), t);
}
}