由于在计算中缺少了一个点,来构建唯一的三角形,用以确定内切圆,故默认过这两个点的内切圆点切线相互垂直
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Test : MaskableGraphic
{
[SerializeField]
private Vector3 start, end;
[SerializeField]
private float size,angle;
[SerializeField]
private int count;
[SerializeField]
private Color32 color1,color2,color3;
[SerializeField]
private Vector3 n1,n2,target;
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
// 计算两点连线的中点
Vector3 line = end - start;
Vector3 midPoint = start + line.normalized * line.magnitude / 2;
// 计算两点连线的法线垂直于外
Vector3 midPointNormal = Vector3.Cross(Vector3.forward, line).normalized;
// 构建等腰直角三角形,确定内接圆切线方向 上方定点
Vector3 topPoint = midPoint + midPointNormal * line.magnitude / 2;
// 圆心
Vector3 center = midPoint - midPointNormal * line.magnitude / 2;
Vector3 lastStart = start ;
// 角度
float degree = 90.0f / count;
for(int i = 1; i <= count;++i)
{
Vector3 end = Quaternion.AngleAxis(-degree * i, Vector3.forward) * (start - center) + center;
DrawLine(vh, lastStart, end, 2, color1);
lastStart = end;
}
// 绘制两条线
DrawLine(vh, start, topPoint, 1, color2);
DrawLine(vh, topPoint, end, 1, color2);
// 两条半径
DrawLine(vh, start, center, 1, color3);
DrawLine(vh, center, end, 1, color3);
//ChartDrawer.DrawLine(vh, mid + (n1 + n2).normalized * 20, end, 2, color2);
}
private void DrawLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color)
{
UIVertex[] vertex = new UIVertex[4];
if (p1 == p2) return;
Vector3 v = Vector3.Cross(p2 - p1, Vector3.forward).normalized * size;
vertex[0].position = p1 - v;
vertex[1].position = p2 - v;
vertex[2].position = p2 + v;
vertex[3].position = p1 + v;
for (int j = 0; j < 4; j++)
{
vertex[j].color = color;
vertex[j].uv0 = Vector2.zero;
}
vh.AddUIVertexQuad(vertex);
}
}
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