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简易二阶BEZIER曲线编辑器

简易二阶BEZIER曲线编辑器

作者: 影子丢了 | 来源:发表于2016-03-21 01:00 被阅读115次

    Editor部分

    using UnityEngine;
    using System.Collections;
    using UnityEditor;
    using System.Collections.Generic;
    
    [CustomEditor(typeof(CurveObject))]
    public class CurveEditor : Editor {
    
        public Vector3[] paths;
        CurveObject script;
    
        private bool _editor = false;
        private string editorState = "OFF";
    
        private Transform startPoint;
        private Transform endPosPoint;
        private Transform CtlBar1;
        private Transform CtlBar2;
    
        private Vector3 _currentChoose;
    
    
        private bool select1;
        private bool select2;
    
        private Vector3 Select;
        void OnEnable()
        {
            script = (CurveObject)target;
        }
        public void OnSceneGUI()
        {
            if(startPoint == null || endPosPoint == null || CtlBar1 == null || CtlBar2 == null)
                return;
    
            script.start = this.startPoint.transform.position;
            script.end = this.endPosPoint.transform.position;
            script.ctlBar1 = this.CtlBar1.transform.position;
            script.ctlBar2 = this.CtlBar2.transform.position;
                
            paths = script.UpdateBezier();
    
            Handles.color = Color.white;
            Handles.DrawPolyLine(paths);
            //Handles.DrawBezier(script.start,script.end,script.ctlBar1,script.ctlBar2,Color.white,null,1.0f);
    
            Handles.color = new Color(0,1,0,0.2f);
    
            if(select1)
            {
            Handles.DrawSolidDisc(this.CtlBar1.transform.position,Vector3.up,HandleUtility.GetHandleSize(this.CtlBar1.transform.position)*0.3f);
            Vector3 handle = Handles.PositionHandle(this.CtlBar1.transform.position, Quaternion.identity);
            this.CtlBar1.transform.position = handle;
            }
            if(select2)
            {
                Handles.DrawSolidDisc(this.CtlBar2.transform.position,Vector3.up,HandleUtility.GetHandleSize(this.CtlBar1.transform.position)*0.3f);
                Vector3 handle = Handles.PositionHandle(this.CtlBar2.transform.position, Quaternion.identity);
                this.CtlBar2.transform.position = handle;
            }
        }
        public override void OnInspectorGUI ()
        {
            base.OnInspectorGUI ();
    
            GUILayout.BeginVertical();
            startPoint = (Transform)EditorGUILayout.ObjectField(new GUIContent("起点"),startPoint,typeof(Transform),true);
            endPosPoint = (Transform)EditorGUILayout.ObjectField(new GUIContent("终点"),endPosPoint,typeof(Transform),true);
            CtlBar1 = (Transform)EditorGUILayout.ObjectField(new GUIContent("控制点1"),CtlBar1,typeof(Transform),true);
            if(GUILayout.Button(new GUIContent("SELETE")))
            {
                select1 = true;
                select2 = false;
                Select = this.CtlBar1.transform.position;
                FocusSceneObj(Select);
            }
            CtlBar2 = (Transform)EditorGUILayout.ObjectField(new GUIContent("控制点2"),CtlBar2,typeof(Transform),true);
            if(GUILayout.Button(new GUIContent("SELETE")))
            {
                select1 = false;
                select2 = true;
                Select = this.CtlBar2.transform.position;
                FocusSceneObj(Select);
            }
            if(GUILayout.Button(new GUIContent("Editor" + " " +editorState)))
            {
                _editor = !_editor;
                var model = (_editor == true)?(editorState = "ON"):(editorState = "OFF");
            }
            GUILayout.EndVertical();
    
        }
        void FocusSceneObj(Vector3 Position)
        {
            Object[] intialFocus = Selection.objects;
            GameObject tempFocusView = new GameObject("Temp Focus View");
            tempFocusView.transform.position = Position;
            try
            {
                Selection.objects = new Object[]{tempFocusView};
                //焦点
                SceneView.lastActiveSceneView.Focus();
                //F键
                SceneView.lastActiveSceneView.FrameSelected();
                Selection.objects = intialFocus;
            }
            catch(System.NullReferenceException)
            {
                //do nothing
            }
            Object.DestroyImmediate(tempFocusView);
        }
    }
    
    

    UnityEngine部分

    using UnityEngine;
    using System.Collections;
    
    public class CurveObject : MonoBehaviour {
    
        [HideInInspector]
        public Vector3 start;
        [HideInInspector]
        public Vector3 end;
        [HideInInspector]
        public Vector3 ctlBar1;
        [HideInInspector]
        public Vector3 ctlBar2;
    
        public Vector3[] UpdateBezier()
        {
    
            Vector3[] line = new Vector3[100];
            for(int i =1; i <= 100; i++)
            {
                //参数的取值范围 0 - 1 返回曲线没一点的位置
                //为了精确这里使用i * 0.01 得到当前点的坐标
                line[i - 1] = CalculateBezierPoint( (float)(i *0.01),start,ctlBar1,ctlBar2,end);
            }
            return line;
        }
    
        Vector3 CalculateBezierPoint(float t,
            Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
        {
            float u = 1 - t;
            float tt = t*t;
            float uu = u*u;
            float uuu = uu * u;
            float ttt = tt * t;
    
            Vector3 p = uuu * p0; 
            p += 3 * uu * t * p1;
            p += 3 * u * tt * p2; 
            p += ttt * p3; 
    
            return p;
        }
    }
    
    

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        本文标题:简易二阶BEZIER曲线编辑器

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