http://docs.unity3d.com/ScriptReference/GL.html
Paste_Image.png
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
public class DrawOnModel : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public Color color = Color.red;
public float thickness = 0.02f;
private List<Vector3> points = new List<Vector3>();
private List<Vector3> normals = new List<Vector3>();
private List<int> splits = new List<int>();//分割索引
static Material lineMaterial;
static void CreateLineMaterial()
{
if (!lineMaterial)
{
// Unity has a built-in shader that is useful for drawing
// simple colored things.
var shader = Shader.Find("Hidden/Internal-Colored");
lineMaterial = new Material(shader);
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
// Turn on alpha blending
lineMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
lineMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
// Turn backface culling off
lineMaterial.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Off);
// Turn off depth writes
lineMaterial.SetInt("_ZWrite", 0);
}
}
public void OnRenderObject()
{
CreateLineMaterial();
lineMaterial.SetPass(0);
GL.PushMatrix();
GL.MultMatrix(transform.localToWorldMatrix);
GL.Begin(GL.LINES);
int index = 0;
for(int i=1; i<points.Count; i++)
{
if (index < splits.Count && i == splits[index])
{
index++;
continue;
}
GL.Color(color);
var from = points[i-1] + normals[i-1] * thickness;
GL.Vertex3(from.x, from.y, from.z);
var worldNormal = transform.TransformDirection(normals[i]);
var to = points[i] + worldNormal * thickness;
GL.Vertex3(to.x, to.y, to.z);
}
GL.End();
GL.PopMatrix();
}
public void OnBeginDrag(PointerEventData eventData)
{
}
public void OnDrag(PointerEventData eventData)
{
if (!eventData.pointerCurrentRaycast.isValid)
{
SplitPoints();
return;
}
var localPosition = transform.InverseTransformPoint(eventData.pointerCurrentRaycast.worldPosition);
points.Add(localPosition);
var localNormal = transform.InverseTransformDirection(eventData.pointerCurrentRaycast.worldNormal);
normals.Add(localNormal);
}
public void OnEndDrag(PointerEventData eventData)
{
SplitPoints();
}
void SplitPoints()
{
if (splits.Count == 0 && points.Count != 0 || splits[splits.Count - 1] != points.Count)
splits.Add(points.Count);
}
}
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