通过传入Vector3[]值,返回坐标点数组
public Vector3[] CreatPath(Vector3[] path,int SmoothSens) {Vector3[] vector3s = PathControlPointGenerator(path);Vector3 prevPt = Interp(vector3s, 0);int SmoothAmount = path.Length * SmoothSens;Vector3[] positons = new Vector3[SmoothAmount];for (int i = 1; i <= SmoothAmount; i++){float pm = (float)i / SmoothAmount;Vector3 currPt = Interp(vector3s, pm);positons[i - 1] = currPt;if (i != SmoothAmount) {positons[i] = prevPt;}prevPt = currPt;}return positons;}private Vector3[] PathControlPointGenerator(Vector3[] path){Vector3[] suppliedPath;Vector3[] vector3s;//create and store path points:suppliedPath = path;//populate calculate path;int offset = 2;vector3s = new Vector3[suppliedPath.Length + offset];Array.Copy(suppliedPath, 0, vector3s, 1, suppliedPath.Length);//populate start and end control points://vector3s[0] = vector3s[1] - vector3s[2];vector3s[0] = vector3s[1] + (vector3s[1] - vector3s[2]);vector3s[vector3s.Length - 1] = vector3s[vector3s.Length - 2] + (vector3s[vector3s.Length - 2] - vector3s[vector3s.Length - 3]);//is this a closed, continuous loop? yes? well then so let's make a continuous Catmull-Rom spline!if (vector3s[1] == vector3s[vector3s.Length - 2]){Vector3[] tmpLoopSpline = new Vector3[vector3s.Length];Array.Copy(vector3s, tmpLoopSpline, vector3s.Length);tmpLoopSpline[0] = tmpLoopSpline[tmpLoopSpline.Length - 3];tmpLoopSpline[tmpLoopSpline.Length - 1] = tmpLoopSpline[2];vector3s = new Vector3[tmpLoopSpline.Length];Array.Copy(tmpLoopSpline, vector3s, tmpLoopSpline.Length);}return (vector3s);}public Vector3 Interp(Vector3[] pts, float t){int numSections = pts.Length - 3;int currPt = Mathf.Min(Mathf.FloorToInt(t * (float)numSections), numSections - 1);float u = t * (float)numSections - (float)currPt;Vector3 a = pts[currPt];Vector3 b = pts[currPt + 1];Vector3 c = pts[currPt + 2];Vector3 d = pts[currPt + 3];return .5f * ((-a + 3f * b - 3f * c + d) * (u * u * u)+ (2f * a - 5f * b + 4f * c - d) * (u * u)+ (-a + c) * u+ 2f * b);}