https://blog.csdn.net/znybn1/article/details/78606873?fps=1&locationNum=8
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using UnityEngine;
using System.Collections.Generic;
public struct BezierLineSegment
{
public Vector3 fromPoint;
public Vector3 toPoint;
public Vector3 controlPoint;
public Quaternion fromDir;
public Quaternion toDir;
public void CalculateDir()
{
fromDir = Quaternion.FromToRotation(Vector3.forward, controlPoint - fromPoint);
toDir = Quaternion.FromToRotation(Vector3.forward, toPoint - controlPoint);
}
public bool IsStraight()
{
return fromDir == toDir;
}
}
[ExecuteInEditMode]
public class BezierPipe : MonoBehaviour
{
public float cornerScale = 1f;
[Range(1, 100)]
public int cornerStep = 10;
[Range(2, 100)]
public int circleStep = 10;
public float r = 0.1f;
public Transform point1;
public Vector3 point1Dir = Vector3.up;
public Transform point2;
public Vector3 point2Dir = Vector3.up;
public bool update = false;
public Mesh mesh;
List<Vector3> verts = new List<Vector3>();
List<int> triangles = new List<int>();
private MeshCollider mc;
// Use this for initialization
void Start()
{
mesh = new Mesh();
mesh.name = "Pipe";
MeshFilter mf = GetComponent<MeshFilter>();
if (mf != null)
{
mf.sharedMesh = mesh;
}
mc = GetComponent<MeshCollider>();