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Unity Engine


DrawBezier(Vector3, Vector3, Vector3, Vector3, Color, Texture2D, float)

Draw textured bezier line through start and end points with the given tangents.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor
public static void DrawBezier(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, Color color, Texture2D texture, float width)

Parameters

startPosition

The start point of the bezier line.

endPosition

The end point of the bezier line.

startTangent

The start tangent of the bezier line.

endTangent

The end tangent of the bezier line.

color

The color to use for the bezier line.

texture

The texture to use for drawing the bezier line.

width

The width of the bezier line.

Remarks

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.
DrawBezier (DrawBezier(Vector3, Vector3, Vector3, Vector3, Color, Texture2D, float))
Bezier Line in the Scene View.
using UnityEditor;using UnityEngine;[CustomEditor(typeof(BezierExample))]public class DrawBezierExample : Editor{ void OnSceneGUI() { 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); // Visualize the tangent lines Handles.DrawDottedLine(be.startPoint, be.startTangent, 5); Handles.DrawDottedLine(be.endPoint, be.endTangent, 5); Handles.DrawBezier(be.startPoint, be.endPoint, be.startTangent, be.endTangent, Color.red, null, 5f); }}
And the script attached to this Handle:
using UnityEngine;public class BezierExample : MonoBehaviour{ public Vector3 startPoint = new Vector3(-5f, 2f, 0f); public Vector3 endPoint = new Vector3(5f, -2f, 0f); public Vector3 startTangent = new Vector3(0f, 2f, 0f); public Vector3 endTangent = new Vector3(0f, -2f, 0f);}