Unity动态绘制曲线Mesh的代码
2016-12-19 10:45
1031 查看
今天给大家介绍一个自己写的小工具,曲线Mesh生成器。起初是为了在地图界面绘制可修改的路径曲线,节约美术人员工作量而开发的小东西。
这是游戏中效果:
这是编辑器窗口里的样子:
这是Inspector里的样子:
这个小工具就一个脚本:CurveMeshBuilder,它在场景里创建一个曲线形状的3D模型,配上贴图就能显示出曲线效果。在编辑器里我们可以看到它提供了几个配置参数,包括曲线的宽度、细腻度和贴图的重复密度,还有路径关键点的调整。
说说这个工具的基本工作流程(简要说下做法,细节实现就不多说了,自己看代码):
1. 生成曲线。用多个关键点构造出一段曲线的方法很多,耳熟能详的贝塞尔曲线就是最出名的一种(它不穿过中途点,所以不适合这里使用)。本文用的是Catmul-Rom曲线,一个常见的曲线生成计算方法,有很多文章介绍,此处就不再介绍了。
2. 计算模型边线。我们算出曲线后,根据精度需要截取一定数目的中间点,串联起来就得到了一组线段,它可以近似描述我们的曲线(我们所要做的就是在性能和效果之间做取舍)。然后将每段线段(或者说向量)向两侧平移,再重新计算接缝,如此获得了两组新的线段,所有线段的端点集合在一起,就是模型的顶点集合。
3. 计算顶点、三角形、UV信息。使顶点们两上两下组合为一个个四边形,再将每个四边形拆分为2个三角形,并计算出每个顶点的UV坐标。这部分内容本来想单独开一篇说明,可是网上的相关文章已经够多够详细了,感觉意义不是很大(一定不是因为懒)。
4. 填充Mesh。将顶点信息、三角形信息和UV信息都填充到新建的Mesh里,新鲜出炉的Mesh数据就制成了。
说点补充事项:
1. 为了让贴图循环展现,使得UV参数会大于1。所以图片文件的WrapMode必须是Repeat。
2. 如果有个二维向量的值是(a, b),那么它的垂直向量是(-b, a)和(b, -a),一个在它左侧一个在它右侧。自己画个坐标系看一眼就明白了。
最后上代码。这是Component代码:
这是游戏中效果:
这是编辑器窗口里的样子:
这是Inspector里的样子:
这个小工具就一个脚本:CurveMeshBuilder,它在场景里创建一个曲线形状的3D模型,配上贴图就能显示出曲线效果。在编辑器里我们可以看到它提供了几个配置参数,包括曲线的宽度、细腻度和贴图的重复密度,还有路径关键点的调整。
说说这个工具的基本工作流程(简要说下做法,细节实现就不多说了,自己看代码):
1. 生成曲线。用多个关键点构造出一段曲线的方法很多,耳熟能详的贝塞尔曲线就是最出名的一种(它不穿过中途点,所以不适合这里使用)。本文用的是Catmul-Rom曲线,一个常见的曲线生成计算方法,有很多文章介绍,此处就不再介绍了。
2. 计算模型边线。我们算出曲线后,根据精度需要截取一定数目的中间点,串联起来就得到了一组线段,它可以近似描述我们的曲线(我们所要做的就是在性能和效果之间做取舍)。然后将每段线段(或者说向量)向两侧平移,再重新计算接缝,如此获得了两组新的线段,所有线段的端点集合在一起,就是模型的顶点集合。
3. 计算顶点、三角形、UV信息。使顶点们两上两下组合为一个个四边形,再将每个四边形拆分为2个三角形,并计算出每个顶点的UV坐标。这部分内容本来想单独开一篇说明,可是网上的相关文章已经够多够详细了,感觉意义不是很大(一定不是因为懒)。
4. 填充Mesh。将顶点信息、三角形信息和UV信息都填充到新建的Mesh里,新鲜出炉的Mesh数据就制成了。
说点补充事项:
1. 为了让贴图循环展现,使得UV参数会大于1。所以图片文件的WrapMode必须是Repeat。
2. 如果有个二维向量的值是(a, b),那么它的垂直向量是(-b, a)和(b, -a),一个在它左侧一个在它右侧。自己画个坐标系看一眼就明白了。
最后上代码。这是Component代码:
using UnityEngine; using System.Collections; using System.Collections.Generic; /// <summary> /// Dynamic build curve mesh by given key points /// Curve type is Catmul-Rom /// </summary> [ExecuteInEditMode] [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class CurveMeshBuilder : MonoBehaviour { public struct CurveSegment2D { public Vector2 point1; public Vector2 point2; public CurveSegment2D(Vector2 point1, Vector2 point2) { this.point1 = point1; this.point2 = point2; } public Vector2 SegmentVector { get { return point2 - point1; } } } [HideInInspector] public List<Vector2> nodeList = new List<Vector2>(); public bool drawGizmos = true; public int smooth = 5; public float width = 0.2f; public float uvTiling = 1f; private Mesh _mesh; #if UNITY_EDITOR public float gizmosNodeBallSize = 0.1f; [System.NonSerialized] public int selectedNodeIndex = -1; #endif void Awake() { Init(); BuildMesh(); } void Start() { } void Update() { } void Init() { if (_mesh == null) { _mesh = new Mesh(); _mesh.name = "CurveMesh"; GetComponent<MeshFilter>().mesh = _mesh; } } #if UNITY_EDITOR //Draw the spline in the scene view void OnDrawGizmos() { if (!drawGizmos) { return; } Vector3 prevPosition = Vector3.zero; for (int i = 0; i < nodeList.Count; i++) { if (i == 0) { prevPosition = transform.TransformPoint(nodeList[i]); } else { Vector3 curPosition = transform.TransformPoint(nodeList[i]); Gizmos.DrawLine(prevPosition, curPosition); prevPosition = curPosition; } if (i == selectedNodeIndex) { Color c = Gizmos.color; Gizmos.color = Color.yellow; Gizmos.DrawSphere(prevPosition, gizmosNodeBallSize * UnityEditor.HandleUtility.GetHandleSize(prevPosition) * 1.5f); Gizmos.color = c; } else { Gizmos.DrawSphere(prevPosition, gizmosNodeBallSize * UnityEditor.HandleUtility.GetHandleSize(prevPosition)); } } } #endif #region Node Operate public void AddNode(Vector2 position) { nodeList.Add(position); } public void InsertNode(int index, Vector2 position) { index = Mathf.Max(index, 0); if (index >= nodeList.Count) { AddNode(position); } else { nodeList.Insert(index, position); } } public void RemoveNode(int index) { if (index < 0 || index >= nodeList.Count) { return; } nodeList.RemoveAt(index); } public void ClearNodes() { nodeList.Clear(); } #endregion public bool BuildMesh() { Init(); _mesh.Clear(); if (nodeList.Count < 2) { return false; } List<Vector2> curvePoints = CalculateCurve(nodeList, smooth, false); List<Vector2> vertices = GetVertices(curvePoints, width * 0.5f); List<Vector2> verticesUV = GetVerticesUV(curvePoints); Vector3[] _vertices = new Vector3[vertices.Count]; Vector2[] _uv = new Vector2[verticesUV.Count]; int[] _triangles = new int[(vertices.Count - 2) * 3]; for (int i = 0; i < vertices.Count; i++) { _vertices[i].Set(vertices[i].x, vertices[i].y, 0); } for (int i = 0; i < verticesUV.Count; i++) { _uv[i].Set(verticesUV[i].x, verticesUV[i].y); } for (int i = 2; i < vertices.Count; i += 2) { int index = (i - 2) * 3; _triangles[index] = i - 2; _triangles[index + 1] = i - 0; _triangles[index + 2] = i - 1; _triangles[index + 3] = i - 1; _triangles[index + 4] = i - 0; _triangles[index + 5] = i + 1; } _mesh.vertices = _vertices; _mesh.triangles = _triangles; _mesh.uv = _uv; _mesh.RecalculateNormals(); return true; } /// <summary> /// Calculate Catmul-Rom Curve /// </summary> /// <param name="points">key points</param> /// <param name="smooth">how many segments between two nearby point</param> /// <param name="curveClose">whether curve is a circle</param> /// <returns></returns> public List<Vector2> CalculateCurve(IList<Vector2> points, int smooth, bool curveClose) { int pointCount = points.Count; int segmentCount = curveClose ? pointCount : pointCount - 1; List<Vector2> allVertices = new List<Vector2>((smooth + 1) * segmentCount); Vector2[] tempVertices = new Vector2[smooth + 1]; float smoothReciprocal = 1f / smooth; for (int i = 0; i < segmentCount; ++i) { // get 4 adjacent point in points to calculate position between p1 and p2 Vector2 p0, p1, p2, p3; p1 = points[i]; if (curveClose) { p0 = i == 0 ? points[segmentCount - 1] : points[i - 1]; p2 = i + 1 < pointCount ? points[i + 1] : points[i + 1 - pointCount]; p3 = i + 2 < pointCount ? points[i + 2] : points[i + 2 - pointCount]; } else { p0 = i == 0 ? p1 : points[i - 1]; p2 = points[i + 1]; p3 = i == segmentCount - 1 ? p2 : points[i + 2]; } Vector2 pA = p1; Vector2 pB = 0.5f * (-p0 + p2); Vector2 pC = p0 - 2.5f * p1 + 2f * p2 - 0.5f * p3; Vector2 pD = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3); float t = 0; for (int j = 0; j <= smooth; j++) { tempVertices[j] = pA + t * (pB + t * (pC + t * pD)); t += smoothReciprocal; } for (int j = allVertices.Count == 0 ? 0 : 1; j < tempVertices.Length; j++) { allVertices.Add(tempVertices[j]); } } return allVertices; } private List<CurveSegment2D> GetSegments(List<Vector2> points) { List<CurveSegment2D> segments = new List<CurveSegment2D>(points.Count - 1); for (int i = 1; i < points.Count; i++) { segments.Add(new CurveSegment2D(points[i - 1], points[i])); } return segments; } private List<Vector2> GetVertices(List<Vector2> points, float expands) { List<CurveSegment2D> segments = GetSegments(points); List<CurveSegment2D> segments1 = new List<CurveSegment2D>(segments.Count); List<CurveSegment2D> segments2 = new List<CurveSegment2D>(segments.Count); for (int i = 0; i < segments.Count; i++) { Vector2 vOffset = new Vector2(-segments[i].SegmentVector.y, segments[i].SegmentVector.x).normalized; segments1.Add(new CurveSegment2D(segments[i].point1 + vOffset * expands, segments[i].point2 + vOffset * expands)); segments2.Add(new CurveSegment2D(segments[i].point1 - vOffset * expands, segments[i].point2 - vOffset * expands)); } List<Vector2> points1 = new List<Vector2>(points.Count); List<Vector2> points2 = new List<Vector2>(points.Count); for (int i = 0; i < segments1.Count; i++) { if (i == 0) { points1.Add(segments1[0].point1); } else { Vector2 crossPoint; if (!TryCalculateLinesIntersection(segments1[i - 1], segments1[i], out crossPoint, 0.1f)) { crossPoint = segments1[i].point1; } points1.Add(crossPoint); } if (i == segments1.Count - 1) { points1.Add(segments1[i].point2); } } for (int i = 0; i < segments2.Count; i++) { if (i == 0) { points2.Add(segments2[0].point1); } else { Vector2 crossPoint; if (!TryCalculateLinesIntersection(segments2[i - 1], segments2[i], out crossPoint, 0.1f)) { crossPoint = segments2[i].point1; } points2.Add(crossPoint); } if (i == segments2.Count - 1) { points2.Add(segments2[i].point2); } } List<Vector2> combinePoints = new List<Vector2>(points.Count * 2); for (int i = 0; i < points.Count; i++) { combinePoints.Add(points1[i]); combinePoints.Add(points2[i]); } return combinePoints; } private List<Vector2> GetVerticesUV(List<Vector2> points) { List<Vector2> uvs = new List<Vector2>(points.Count * 2); float totalLength = 0; float totalLengthReciprocal = 0; float curLength = 0; for (int i = 1; i < points.Count; i++) { totalLength += Vector2.Distance(points[i - 1], points[i]); } totalLengthReciprocal = uvTiling / totalLength; for (int i = 0; i < points.Count; i++) { if (i == 0) { uvs.Add(new Vector2(0, 1)); uvs.Add(new Vector2(0, 0)); } else { if (i == points.Count - 1) { uvs.Add(new Vector2(uvTiling, 1)); uvs.Add(new Vector2(uvTiling, 0)); } else { curLength += Vector2.Distance(points[i - 1], points[i]); float uvx = curLength * totalLengthReciprocal; uvs.Add(new Vector2(uvx, 1)); uvs.Add(new Vector2(uvx, 0)); } } } return uvs; } private bool TryCalculateLinesIntersection(CurveSegment2D segment1, CurveSegment2D segment2, out Vector2 intersection, float angleLimit) { intersection = new Vector2(); Vector2 p1 = segment1.point1; Vector2 p2 = segment1.point2; Vector2 p3 = segment2.point1; Vector2 p4 = segment2.point2; float denominator = (p2.y - p1.y) * (p4.x - p3.x) - (p1.x - p2.x) * (p3.y - p4.y); // If denominator is 0, means parallel if (denominator == 0) { return false; } // Check angle between segments float angle = Vector2.Angle(segment1.SegmentVector, segment2.SegmentVector); // if the angle between two segments is too small, we treat them as parallel if (angle < angleLimit || (180f - angle) < angleLimit) { return false; } float x = ((p2.x - p1.x) * (p4.x - p3.x) * (p3.y - p1.y) + (p2.y - p1.y) * (p4.x - p3.x) * p1.x - (p4.y - p3.y) * (p2.x - p1.x) * p3.x) / denominator; float y = -((p2.y - p1.y) * (p4.y - p3.y) * (p3.x - p1.x) + (p2.x - p1.x) * (p4.y - p3.y) * p1.y - (p4.x - p3.x) * (p2.y - p1.y) * p3.y) / denominator; intersection.Set(x, y); return true; } }这是Editor代码:
using UnityEngine; using UnityEditor; using System.Collections; using System.Collections.Generic; [CustomEditor(typeof(CurveMeshBuilder))] public class CurveMeshBuilderEditor : Editor { private CurveMeshBuilder _script; private GUIStyle _guiStyle_Border1; private GUIStyle _guiStyle_Border2; private GUIStyle _guiStyle_Border3; private GUIStyle _guiStyle_Button1; private GUIStyle _guiStyle_Button2; void Awake() { _script = target as CurveMeshBuilder; _guiStyle_Border1 = new GUIStyle("sv_iconselector_back"); _guiStyle_Border1.stretchHeight = false; _guiStyle_Border1.padding = new RectOffset(4, 4, 4, 4); _guiStyle_Border2 = new GUIStyle("U2D.createRect"); _guiStyle_Border3 = new GUIStyle("SelectionRect"); _guiStyle_Border3.padding = new RectOffset(6, 6, 6, 6); _guiStyle_Button1 = new GUIStyle("PreButton"); _guiStyle_Button2 = new GUIStyle("horizontalsliderthumb"); } public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.BeginVertical(_guiStyle_Border1); { if (_script.nodeList.Count < 2) { GUILayout.Label("Key points num should not less than 2 !", "CN EntryWarn"); } for (int i = 0; i < _script.nodeList.Count; i++) { EditorGUILayout.BeginHorizontal(i == _script.selectedNodeIndex ? _guiStyle_Border2 : _guiStyle_Border3); { if (GUILayout.Button("", _guiStyle_Button2, GUILayout.Width(20))) { _script.selectedNodeIndex = i; } GUILayout.Space(2); GUILayout.Label((i + 1).ToString()); Vector2 newNodePos = EditorGUILayout.Vector2Field("", _script.nodeList[i]); if (_script.nodeList[i] != newNodePos) { _script.nodeList[i] = newNodePos; } GUILayout.Space(6); if (GUILayout.Button("<", _guiStyle_Button1, GUILayout.Width(20))) { Vector2 pos = i == 0 ? _script.nodeList[i] - Vector2.right : (_script.nodeList[i - 1] + _script.nodeList[i]) * 0.5f; _script.InsertNode(i, pos); _script.selectedNodeIndex = i; } GUILayout.Space(2); if (GUILayout.Button("✖", _guiStyle_Button1, GUILayout.Width(20))) { _script.RemoveNode(i); _script.selectedNodeIndex = i < _script.nodeList.Count ? i : i - 1; } } EditorGUILayout.EndHorizontal(); } EditorGUILayout.BeginHorizontal(); { if (GUILayout.Button("Add", _guiStyle_Button1)) { Vector2 pos = _script.nodeList.Count == 0 ? Vector2.zero : _script.nodeList[_script.nodeList.Count - 1] + Vector2.right; _script.AddNode(pos); _script.selectedNodeIndex = _script.nodeList.Count - 1; } if (GUILayout.Button("Clear", _guiStyle_Button1)) { _script.ClearNodes(); } } EditorGUILayout.EndHorizontal(); } EditorGUILayout.EndVertical(); if (GUILayout.Button("Build Model")) { _script.BuildMesh(); } if (GUI.changed) { EditorUtility.SetDirty(target); } } }最后感谢:插件Math Library For Unity。本文参考了该插件的曲线工具,也推荐大家使用这个实用性极强的数学扩展插件,其丰富的功能尤其是常见几何图形的边界计算,能大幅提高生产效率,是每个开发者的必备插件。
相关文章推荐
- Unity动态绘制mesh:点,线,面,模型
- Unity动态构建Mesh来绘制任意多边形
- Echarts2绘制动态曲线图并给出完整代码
- 如何在Unity中使用OpenGL函数绘制动态曲线图
- java分形绘制科赫雪花曲线(科赫曲线)代码分享
- 绘图控件第五讲——绘制动态曲线
- Canvas绘制路径:二次方曲线【每日一段代码11】
- 动态数据曲线绘制控件
- 一个从CStatic派生的动态曲线图绘制控件
- android 自定义View 动态绘制曲线图
- R绘制动态曲线
- vc动态曲线绘制方法
- QT主线程与子线程通信处理QWT绘制曲线(动态,可重复绘制多张)
- 如何绘制动态曲线
- Matlab绘制三维曲线(plot3)和三维图形(mesh & surf)
- Unity动态运行外部代码(实现代码更新)
- C#语言绘制实时曲线图代码实例
- VB动态函数曲线的绘制
- Android 绘制动态的曲线图
- MFC绘制动态曲线,用双缓冲绘图技术防闪烁