官方的demo(http://unity3d.com/cn/showcase/live-demos#shadows)中的Room of Shadows,一开始抱着学习室内灯光效果的想法去看的,后来发现这个demo中有一个拖拽物体的脚本,正好最近玩了好多游戏都是这样的,好奇心来了,学习下原理,看了之后发现原理蛮简单的,单纯使用SpringJoint即可实现,这里把脚本的代码沾上了来,做个记录。(这个脚本中不止是拖拽,还有高光,基于重绘Mesh的,一并记了)
DragRigdbodyShadow.js
var spring = 50.0;
var damper = 5.0;
var drag = 10.0;
var angularDrag = 5.0;
var distance = 0.2;
var pushForce = 0.2;
var attachToCenterOfMass = false;
var highlightMaterial : Material;
private var highlightObject : GameObject;
private var springJoint : SpringJoint;
function Update()
{
var mainCamera = FindCamera();
highlightObject = null;
if( springJoint != null && springJoint.connectedBody != null )
{
highlightObject = springJoint.connectedBody.gameObject;
}
else
{
// We need to actually hit an object
var hitt : RaycastHit;
if( Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), hitt, 100 ) ) {
if( hitt.rigidbody && !hitt.rigidbody.isKinematic ) {
highlightObject = hitt.rigidbody.gameObject;
//这里通过射线判断选中物体,加入highlightObject中,之后通过OnPostRender函数重绘
}
}
}
// Make sure the user pressed the mouse down
if (!Input.GetMouseButtonDown (0))
return;
// We need to actually hit an object
var hit : RaycastHit;
if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), hit, 100)) {
return;
}
// We need to hit a rigidbody that is not kinematic
if (!hit.rigidbody || hit.rigidbody.isKinematic) {
return;
}
if (!springJoint)
{
var go = new GameObject("Rigidbody dragger");
body = go.AddComponent.<Rigidbody>();
springJoint = go.AddComponent.<SpringJoint>();
body.isKinematic = true;
//建立一个SpringJoint(反弹关节),弹簧,来模拟力
}
springJoint.transform.position = hit.point;
if (attachToCenterOfMass)
{
var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
anchor = springJoint.transform.InverseTransformPoint(anchor);
springJoint.anchor = anchor;
}
else
{
springJoint.anchor = Vector3.zero;
}
//这里判断是否强制连接物体重心,是的话将锚点置为重心
springJoint.spring = spring;
springJoint.damper = damper;
springJoint.maxDistance = distance;
springJoint.connectedBody = hit.rigidbody;
DragObject(hit.distance, hit.point, mainCamera.ScreenPointToRay(Input.mousePosition).direction);
}
function DragObject (distance : float, hitpoint : Vector3, dir : Vector3)
{
var startTime = Time.time;
var mousePos = Input.mousePosition;
var oldDrag = springJoint.connectedBody.drag;
var oldAngularDrag = springJoint.connectedBody.angularDrag;
springJoint.connectedBody.drag = drag;
springJoint.connectedBody.angularDrag = angularDrag;
var mainCamera = FindCamera();
while (Input.GetMouseButton (0))
{
var ray = mainCamera.ScreenPointToRay (Input.mousePosition);
springJoint.transform.position = ray.GetPoint(distance);
yield;
}
//这个地方就是拖动弹簧,拉动物体,这个拉动很有意思,这里用的是distance,这样的话拉动的范围是以摄像机为圆心,以点击时记录下来的distance为半径的球,效果还不错,有立体拉动的感觉
if (Mathf.Abs(mousePos.x - Input.mousePosition.x) <= 2 && Mathf.Abs(mousePos.y - Input.mousePosition.y) <= 2 && Time.time - startTime < .2 && springJoint.connectedBody)
{
dir.y = 0;
dir.Normalize();
springJoint.connectedBody.AddForceAtPosition(dir * pushForce, hitpoint, ForceMode.VelocityChange);
ToggleLight( springJoint.connectedBody.gameObject );
}
//这个的作用是点击的时候,做出一个拍打物体的感觉
if (springJoint.connectedBody)
{
springJoint.connectedBody.drag = oldDrag;
springJoint.connectedBody.angularDrag = oldAngularDrag;
springJoint.connectedBody = null;
}
}
static function ToggleLight( go : GameObject )
{
var theLight : Light = go.GetComponentInChildren(Light);
if( !theLight )
return;
theLight.enabled = !theLight.enabled;
var illumOn = theLight.enabled;
var renderers = go.GetComponentsInChildren(MeshRenderer);
for( var r : MeshRenderer in renderers )
{
if( r.gameObject.layer == 1 )
{
r.material.shader = Shader.Find(illumOn ? "Self-Illumin/Diffuse" : "Diffuse");
}
}
//开关灯,场景互动
}
function FindCamera ()
{
if (GetComponent.<Camera>())
return GetComponent.<Camera>();
else
return Camera.main;
}
function OnPostRender()
{
if( highlightObject == null )
return;
var go = highlightObject;
highlightMaterial.SetPass( 0 );
var meshes = go.GetComponentsInChildren(MeshFilter);
for( var m : MeshFilter in meshes )
{
Graphics.DrawMeshNow( m.sharedMesh, m.transform.position, m.transform.rotation );
}
///setPass就是设置通道,走的是Shader中的第一个通道,下面的将网格重新绘制一次,做到高光效果,从实现上看,绘制的时候实用的就是上面的高光贴图
}
Shader "Shadows/Drag Highlight" {
Properties {
_Color ("Main Color", Color) = (1,1,1,1)
}
SubShader {
Pass {
ZWrite Off
Offset -1, -1
Blend SrcAlpha OneMinusSrcAlpha
Color [_Color]
}
}
}
这里的Blend是一个自身颜色和其他颜色的混合,在设置透明度时候用,这里使用它来设置重绘网格的透明度,表现为高光强度
具体见http://blog.sina.com.cn/s/blog_471132920101d8z5.html