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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:

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。
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标签:  Unity 编辑器