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Question by alexander11 · Sep 15, 2016 at 10:59 AM · c#unity 5mesh3dspline

How do i calculate mesh on a spline??

Hello i was wondering how do i calculate mesh in the middle of a catmullSpline like this in Pic1, does anyone know how to do this?? I would be very thankful if some one could help me.

Here is what i want to achieve.

  • -Pic1 alt text

Here is my Catmullspline (White wireSpheres = controlPointsList, Yellow Spheres = segmentPoints)

  • -Pic2 alt text


    And here is the code


    using UnityEngine; using System.Collections; using System.Collections.Generic;

    public class CatmullSpline : MonoBehaviour {

        public List<Vector3> controlPointsList = new List<Transform>();
         List<Vector3> segmentPoints = new List<Vector3>();
     
         public bool isLooping = true;
     
         public int SEGMENT_COUNT;
         void Start()
         {
             CreateSegmentList();
         }
         void OnDrawGizmos()
         {
             for (int i = 0; i < controlPointsList.Count; i++)
             {
     
                 if ((i == 0 || i == controlPointsList.Count - 2 || i == controlPointsList.Count - 1) && !isLooping)
                 {
                     continue;
                 }
     
                 DisplayCatmullRomSpline(i);
             }
             Gizmos.color = Color.white;
     
             for (int i = 0; i < controlPointsList.Count; i++)
             {
                 Gizmos.DrawWireSphere(controlPointsList[i], 0.3f);
             }
         }
         Vector3 ReturnCatmullRom(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
         {
             Vector3 a = 0.5f * (2f * p1);
             Vector3 b = 0.5f * (p2 - p0);
             Vector3 c = 0.5f * (2f * p0 - 5f * p1 + 4f * p2 - p3);
             Vector3 d = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);
     
             Vector3 pos = a + (b * t) + (c * t * t) + (d * t * t * t);
     
             return pos;
         }
     
         void DisplayCatmullRomSpline(int pos)
         {
     
             Vector3 p0 = controlPointsList[ClampListPos(pos - 1)];
             Vector3 p1 = controlPointsList[pos].position;
             Vector3 p2 = controlPointsList[ClampListPos(pos + 1)];
             Vector3 p3 = controlPointsList[ClampListPos(pos + 2)];
     
             Vector3 lastPos = Vector3.zero;
     
     
             for (float i = 0; i < SEGMENT_COUNT; i++)
             {
                 float t = (float)i / SEGMENT_COUNT;
     
                 Vector3 newPos = ReturnCatmullRom(t, p0, p1, p2, p3);
     
                 if (t == 0)
                 {
                     lastPos = newPos;
                     continue;
                 }
     
                 Gizmos.color = Color.white;
                 Gizmos.DrawLine(lastPos, newPos);
     
                 Gizmos.color = Color.yellow;
                 var tan = ReturnCatmullRomTangent(t, p0, p1, p2, p3);
                 Gizmos.DrawLine(newPos, newPos + tan * 3);
                 Gizmos.DrawSphere(newPos, 0.3f);
                 lastPos = newPos;
             }
     
             Gizmos.DrawLine(lastPos, p2);
         }
         void CreateSegmentList()
         {
             for (int i = 0; i < controlPoints.Count; i++)
             {
                 Vector3 p0 = controlPoints[ClampListPos(i - 1)];
                 Vector3 p1 = controlPoints[i];
                 Vector3 p2 = controlPoints[ClampListPos(i + 1)];
                 Vector3 p3 = controlPoints[ClampListPos(i + 2)];
     
     
                 for (int j = 1; j < SEGMENT_COUNT; j++)
                 {
                     float t = (float)j / (float)SEGMENT_COUNT;
                     segmentPoints.Add(ReturnCatmullRom(t, p0, p1, p2, p3));
     
                 }
             }
         }
         int ClampListPos(int pos)
         {
             if (pos < 0)
             {
                 pos = controlPointsList.Count - 1;
             }
     
             if (pos > controlPointsList.Count)
             {
                 pos = 1;
             }
             else if (pos > controlPointsList.Count - 1)
             {
                 pos = 0;
             }
     
             return pos;
         }
     }
     
    
    
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