C# Unity计算不规则多边形中心点、重心点、点位最小值

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重心点计算适用于凹多边形
上代码了

using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 获取中心点、重心点、最大最小值
/// </summary>
public class GetCenterPointFunction
{
    /// <summary>
    /// 获取不规则多边形几何中心点
    /// </summary>
    /// <param name="mPoints"></param>
    /// <returns></returns>
    public static Vector2 GetCenterPoint(List<Vector2> mPoints)
    {
        float cx = (GetMinX(mPoints) + GetMaxX(mPoints)) / 2;
        float cy = (GetMinY(mPoints) + GetMaxY(mPoints)) / 2;
        return new Vector2(cx, cy);
    }
    /// <summary>
    /// 获取最小X值
    /// </summary>
    /// <param name="mPoints"></param>
    /// <returns></returns>
    public static float GetMinX(List<Vector2> mPoints)
    {
        float minX = 0;
        if (mPoints.Count > 0)
        {
            minX = mPoints[0].x;
            foreach (Vector2 point in mPoints)
            {
                if (point.x < minX)
                    minX = point.x;
            }
        }
        return minX;
    }
    /// <summary>
    /// 获取最大X值
    /// </summary>
    /// <param name="mPoints"></param>
    /// <returns></returns>
    public static float GetMaxX(List<Vector2> mPoints)
    {
        float maxX = 0;
        if (mPoints.Count > 0)
        {
            maxX = mPoints[0].x;
            foreach (Vector2 point in mPoints)
            {
                if (point.x > maxX)
                    maxX = point.x;
            }
        }
        return maxX;
    }
    /// <summary>
    /// 获取最小Y值
    /// </summary>
    /// <param name="mPoints"></param>
    /// <returns></returns>
    public static float GetMinY(List<Vector2> mPoints)
    {
        float minY = 0;
        if (mPoints.Count > 0)
        {
            minY = mPoints[0].y;
            foreach (Vector2 point in mPoints)
            {
                if (point.y < minY)
                    minY = point.y;
            }
        }
        return minY;
    }
    /// <summary>
    /// 获取最大Y值
    /// </summary>
    /// <param name="mPoints"></param>
    /// <returns></returns>
    public static float GetMaxY(List<Vector2> mPoints)
    {
        float maxY = 0;
        if (mPoints.Count > 0)
        {
            maxY = mPoints[0].y;
            foreach (Vector2 point in mPoints)
            {
                if (point.y > maxY)
                    maxY = point.y;
            }
        }
        return maxY;
    }


    /// <summary>
    /// 获取不规则多边形重心点
    /// </summary>
    /// <param name="mPoints"></param>
    /// <returns></returns>
    public static Vector2 GetCenterOfGravityPoint(List<Vector2> mPoints)
    {
        float area = 0.0f;//多边形面积
        float gx = 0.0f, gy = 0.0f;// 重心的x、y
        for (int i = 1; i <= mPoints.Count; i++)
        {
            float iX = mPoints[i % mPoints.Count].x;
            float iY = mPoints[i % mPoints.Count].y;
            float nextX = mPoints[i - 1].x;
            float nextY = mPoints[i - 1].y;
            float temp = (iX * nextY - iY * nextX) / 2.0f;
            area += temp;
            gx += temp * (iX + nextX) / 3.0f;
            gy += temp * (iY + nextY) / 3.0f;
        }
        gx = gx / area;
        gy = gy / area;
        Vector2 v2 = new Vector2(gx, gy);
        return v2;
    }
}

要在Unity中创建一个具有圆角点的圆角多边形,你可以使用Unity的内置UI系统和C#编写以下代码: 首先,创建一个空的GameObject并将其命名为"RoundPolygon"。 然后,将Canvas组件添加到该GameObject上,以便在UI中绘制多边形。 接下来,创建一个新的C#脚本,命名为"RoundPolygon.cs",并将其附加到"RoundPolygon" GameObject上。 在脚本中,你可以使用Unity的UI系统和数学函数来绘制圆角多边形。以下是一个例子: ```csharp using UnityEngine; using UnityEngine.UI; public class RoundPolygon : MonoBehaviour { public int sides = 6; // 多边形的边数 public float radius = 100f; // 多边形的半径 public float cornerRadius = 10f; // 圆角的半径 void Start() { CreateRoundPolygon(); } void CreateRoundPolygon() { // 创建多边形的RectTransform GameObject polygonObject = new GameObject("Polygon"); polygonObject.transform.SetParent(transform); RectTransform polygonRectTransform = polygonObject.AddComponent<RectTransform>(); // 添加CanvasRenderer和Image组件以便渲染多边形 CanvasRenderer canvasRenderer = polygonObject.AddComponent<CanvasRenderer>(); Image image = polygonObject.AddComponent<Image>(); image.color = Color.white; // 创建多边形的顶点数组 Vector2[] polygonVertices = new Vector2[sides]; for (int i = 0; i < sides; i++) { float angle = 2 * Mathf.PI / sides * i; float x = Mathf.Cos(angle) * (radius - cornerRadius) + Mathf.Cos(angle + Mathf.PI / sides) * cornerRadius; float y = Mathf.Sin(angle) * (radius - cornerRadius) + Mathf.Sin(angle + Mathf.PI / sides) * cornerRadius; polygonVertices[i] = new Vector2(x, y); } // 创建多边形的三角形索引数组 int[] polygonTriangles = new int[3 * (sides - 2)]; for (int i = 0; i < sides - 2; i++) { polygonTriangles[3 * i] = 0; polygonTriangles[3 * i + 1] = i + 1; polygonTriangles[3 * i + 2] = i + 2; } // 设置多边形的顶点和三角形索引 image.sprite = Sprite.Create(Texture2D.whiteTexture, new Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f)); image.type = Image.Type.Simple; image.SetNativeSize(); polygonRectTransform.sizeDelta = new Vector2(radius * 2, radius * 2); image.preserveAspect = true; image.rectTransform.pivot = new Vector2(0.5f, 0.5f); image.rectTransform.localPosition = Vector2.zero; image.rectTransform.localScale = Vector3.one; image.rectTransform.anchoredPosition = Vector2.zero; image.rectTransform.anchorMin = new Vector2(0.5f, 0.5f); image.rectTransform.anchorMax = new Vector2(0.5f, 0.5f); image.rectTransform.anchoredPosition3D = Vector3.zero; image.rectTransform.localRotation = Quaternion.identity; image.rectTransform.sizeDelta = new Vector2(radius * 2, radius * 2); image.SetVerticesDirty(); image.sprite.OverrideGeometry(polygonVertices, polygonTriangles); } } ``` 在上面的代码中,我们使用了RectTransform、CanvasRenderer和Image等Unity组件来实现多边形的渲染。通过计算多边形的顶点位置和三角形索引,我们可以绘制出带有圆角点的圆角多边形。 你可以在RoundPolygon脚本中调整sides、radius和cornerRadius的值,以适应你的需求。然后将RoundPolygon脚本附加到RoundPolygon GameObject上,运行游戏即可看到圆角多边形的效果。 希望这能帮到你!
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