Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Handles.DrawBezier

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method DrawBezier(startPosition: Vector3, endPosition: Vector3, startTangent: Vector3, endTangent: Vector3, color: Color, texture: Texture2D, width: float): void;
public static void DrawBezier(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, Color color, Texture2D texture, float width);

Parameters

startPositionThe start point of the bezier line.
endPositionThe end point of the bezier line.
startTangentThe start tangent of the bezier line.
endTangentThe end tangent of the bezier line.
colorThe color to use for the bezier line.
textureThe texture to use for drawing the bezier line.
widthThe width of the bezier line.

Description

Draw textured bezier line through start and end points with the given tangents. To get an anti-aliased effect use a texture that is 1x2 pixels with one transparent white pixel and one opaque white pixel. The bezier curve will be swept using this texture.

Note: Use HandleUtility.GetHandleSize where you might want to have constant screen-sized handles.


Bezier Line in the Scene View.

// Draws a red bezier curve from (0,0,0) to the transform's position

@CustomEditor (BezierScript) class DrawBezierHandle extends Editor {

function OnSceneGUI() { var width : float = HandleUtility.GetHandleSize(Vector3.zero) * 0.1; Handles.DrawBezier(target.transform.position, Vector3.zero, Vector3.up, -Vector3.up, Color.red, null, width); } }
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(BezierExample))] public class DrawBezierExample : Editor { private void OnSceneViewGUI(SceneView sv) { BezierExample be = target as BezierExample;

be.startPoint = Handles.PositionHandle(be.startPoint, Quaternion.identity); be.endPoint = Handles.PositionHandle(be.endPoint, Quaternion.identity); be.startTangent = Handles.PositionHandle(be.startTangent, Quaternion.identity); be.endTangent = Handles.PositionHandle(be.endTangent, Quaternion.identity);

Handles.DrawBezier(be.startPoint, be.endPoint, be.startTangent, be.endTangent, Color.red, null, 2f); }

void OnEnable() { Debug.Log("OnEnable"); SceneView.onSceneGUIDelegate += OnSceneViewGUI; }

void OnDisable() { Debug.Log("OnDisable"); SceneView.onSceneGUIDelegate -= OnSceneViewGUI; } }

And the script attached to this Handle:

//BezierScript.js

Debug.Log("I have a bezier curve handle attached!");
using UnityEngine;

public class BezierExample : MonoBehaviour { public Vector3 startPoint = new Vector3(-0.0f, 0.0f, 0.0f); public Vector3 endPoint = new Vector3(-2.0f, 2.0f, 0.0f); public Vector3 startTangent = Vector3.zero; public Vector3 endTangent = Vector3.zero; }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961