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Unity mesh 画线 line

Unity mesh 画线 line

作者: 杰罗xr | 来源:发表于2021-03-24 12:46 被阅读0次
    image.png
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class MyLine : MaskableGraphic
    {
        public Color[] LineColor = new Color[] { new Color(0, 1, 0, 0.5f), Color.red, Color.blue };
    
        public Vector3 p1;
        public Vector3 p2;
    
        public Vector3[] points;
        public float LineWidth = 1;
    
        protected override void OnPopulateMesh(VertexHelper vh)
        {
            vh.Clear();
    
            if (points.Length < 2)
            {
                return;
            }
            //获取绕Z轴旋转90度的矩阵 这样就可以得到垂直于这条线段的点 就能根据宽度绘制mesh点
            var mr = GetMatrixRotateZ(90);
            var ml = GetMatrixRotateZ(-90);
    
            for (int i = 0; i < points.Length - 1; i++)
            {
                Vector3 p0r = RotatePoint(points[i], points[i + 1], mr);
                Vector3 p0l = RotatePoint(points[i], points[i + 1], ml);
                Vector3 p1r = RotatePoint(points[i + 1], points[i], mr);
                Vector3 p1l = RotatePoint(points[i + 1], points[i], ml);
    
                //添加点
                vh.AddVert(p0r, LineColor[0], Vector2.zero);
                vh.AddVert(p0l, LineColor[0], Vector2.zero);
                vh.AddVert(p1r, LineColor[1], Vector2.zero);
                vh.AddVert(p1l, LineColor[1], Vector2.zero);
    
                int baseIndex = i * 4;
                //添加面
                vh.AddTriangle(baseIndex + 0, baseIndex + 2, baseIndex + 1);
                vh.AddTriangle(baseIndex + 0, baseIndex + 3, baseIndex + 2);
            }
    
    
            //下面注释是只有两个点 不使用循环写法
    
            //Vector3 pp1 = mr * (p1 - p2).normalized;
            //Vector3 pp2 = ml * (p1 - p2).normalized;
            //Vector3 pp3 = mr * (p2 - p1).normalized;
            //Vector3 pp4 = ml * (p2 - p1).normalized;
    
            //pp1 *= LineWidth;
            //pp2 *= LineWidth;
            //pp3 *= LineWidth;
            //pp4 *= LineWidth;
    
            //pp1 += p1;
            //pp2 += p1;
            //pp3 += p2;
            //pp4 += p2;
    
            //vh.AddVert(pp1, c[0], Vector2.zero);
            //vh.AddVert(pp2, c[0], Vector2.zero);
            //vh.AddVert(pp3, c[1], Vector2.zero);
            //vh.AddVert(pp4, c[1], Vector2.zero);
    
            //vh.AddTriangle(0, 2, 1);
            //vh.AddTriangle(0, 3, 2);
    
        }
    
    
        public Vector3 RotatePoint(Vector3 p1, Vector3 p2, Matrix4x4 m)
        {
            //p1 - p2 得到两点连线指向p1的向量 标准化后长度为1 左乘矩阵后得到垂直向量
            Vector3 pp1 = m * (p1 - p2).normalized;
            //由于原向量标准化了 所以旋转后的向量长度还是1 所以直接乘上宽度
            pp1 *= LineWidth;
            //向量相加 得到点的坐标(Vector3 既可以是坐标 也可以是方向 注意区分算出来的结果是坐标还是方向)
            pp1 += p1;
            return pp1;
        }
    
        //构造一个 旋转矩阵
        public Matrix4x4 GetMatrixRotateZ(float angle = 90)
        {
            angle = angle * Mathf.Deg2Rad;
    
            var rotateZMatrix = Matrix4x4.identity;
    
            rotateZMatrix.m00 = Mathf.Cos(angle);
            rotateZMatrix.m01 = Mathf.Sin(angle);
    
            rotateZMatrix.m10 = -Mathf.Sin(angle);
            rotateZMatrix.m11 = Mathf.Cos(angle);
            return rotateZMatrix;
        }
    }
    

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