Unity -- Bezier曲线(创建/编辑工具)

利用unity自带的LineRenderer组件创建/编辑曲线.

[Editor – BezierEditor.cs]
文件放在”Assets/Editor”目录下.

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

[CustomEditor(typeof(BezierCurves))]
public class BezierEditor : Editor
{
    /// <summary>
    /// Menu
    /// </summary>
    [MenuItem("[ MYTOOLS ]/创建Bezier曲线")]
    static void CreateBezier(){
        var go = new GameObject ("BezierCurves", typeof(LineRenderer), typeof(BezierCurves));
        var bc = go.GetComponent<BezierCurves> ();
        bc.Init ();
        bc.RefreshLineRenderer(bc.CalCurvesPoints ());
        bc.controllerList = bc.BezierToControllers ();
    }

    //变量
    BezierCurves bc;    //曲线类

    /// <summary>
    /// Raises the enable event.
    /// </summary>
    void OnEnable(){
        bc = target as BezierCurves;
        bc.controllerList = bc.BezierToControllers ();
    }

    /// <summary>
    /// 重构Inspector面板
    /// </summary>
    public override void OnInspectorGUI (){
        serializedObject.Update ();

        GUI.backgroundColor = Color.green;
        GUI.color = Color.yellow;

        //曲线段数
        SerializedProperty cs = serializedObject.FindProperty ("curvesSegments");
        bc.curvesSegments = EditorGUILayout.IntSlider ("[ 顶点间隔距离 ]", bc.curvesSegments, 1, 30);
        if (cs.intValue != bc.curvesSegments) {
            bc.RefreshLineRenderer(bc.CalCurvesPoints());
        }

        //曲线是否闭合
        SerializedProperty close = serializedObject.FindProperty ("isClosed");
        bc.isClosed = EditorGUILayout.Toggle ("[ 是否是闭合曲线 ]", bc.isClosed);
        if (close.boolValue != bc.isClosed) {
            bc.RefreshLineRenderer (bc.CalCurvesPoints ());
        }

        //添加顶点
        if (GUILayout.Button ("[ 添加点]")) {
            bc.AddBezierPoint();
            bc.controllerList = bc.BezierToControllers ();
            bc.RefreshLineRenderer (bc.CalCurvesPoints ());
        }

        GUI.backgroundColor = Color.red;
        GUI.color = Color.yellow;

        //删除顶点
        if(GUILayout.Button("[ 删除点 ]")){
            bc.DeleteBezierPoint ();
            bc.controllerList = bc.BezierToControllers ();
            bc.RefreshLineRenderer (bc.CalCurvesPoints ());


        }

        Undo.RecordObject (bc, "操纵器");
        Undo.RecordObject (bc._line, "线");

        serializedObject.ApplyModifiedProperties ();
    }

    /// <summary>
    /// 控制器
    /// </summary>
    public void OnSceneGUI(){
        EditorGUI.BeginChangeCheck();
        for (int i = 0; i < bc.controllerList.Count; i++) {
            bc.controllerList [i].OnBeginChangeCheck ();
        }

        if (EditorGUI.EndChangeCheck())
        {
            Undo.RecordObject (bc, "bc.controllerList");
            for (int i = 0; i < bc.controllerList.Count; i++) {
                bc.controllerList [i].OnEndChangeCheck ();
            }
            bc.RefreshLineRenderer (bc.CalCurvesPoints ());

            Undo.RecordObject (bc, "操纵器");
            Undo.RecordObject (bc._line, "线");
        }
    }

}

[曲线实例 – BezierCurves.cs]

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

[System.Serializable]
public class BezierCurves : MonoBehaviour 
{
    //单例化
    static public BezierCurves Instance;

    //变量
    [SerializeField] public List<Bezier> bezierPointsList;      //用来保存Bezier数据
    [SerializeField] public LineRenderer _line;     //绘制线组件
    public List<BezierController> controllerList;   //保存控制器


    public int curvesSegments = 10; //曲线点的段数
    public bool isClosed = false;   //曲线是否是闭合的?

    //初始化
    void Awake () {
        Instance = this;
        //获取LineRenderer组件
        _line = GetComponent<LineRenderer> ();
    }

    //初始化
    public void Init(){
        _line = GetComponent<LineRenderer> ();

        controllerList = new List<BezierController> ();
        bezierPointsList = new List<Bezier>();
        //创建默认的点
        bezierPointsList.Add(new Bezier( Vector3.zero, Vector2.one *5F));
        bezierPointsList.Add(new Bezier( Vector3.right*10, Vector2.one *5F));
    }

    public void RefreshLineRenderer(Vector3[] curvesPoints){
        _line.numPositions = curvesPoints.Length;
        _line.SetPositions (curvesPoints);
    }

    /// <summary>
    /// 添加一个Bezier点
    /// </summary>
    /// <param name="ctrllerList">Ctrller list.</param>
    public Bezier AddBezierPoint(){
        int count = bezierPointsList.Count;
        Bezier bezier = new Bezier (    
            bezierPointsList [ count- 1].point - bezierPointsList [count - 2].point + bezierPointsList [count - 1].point,
            Vector2.one*5F);
        bezierPointsList.Add( bezier );
        return bezier;
    }

    /// <summary>
    /// 删除最后一个Bezier点
    /// </summary>
    public void DeleteBezierPoint(){
        if (bezierPointsList.Count <= 2)
            return;
        bezierPointsList.RemoveAt (bezierPointsList.Count - 1);
    }

    /// <summary>
    /// 计算曲线点
    /// </summary>
    /// <returns>The curves points.</returns>
    /// <param name="ctrllerList">Ctrller list.</param>
    /// <param name="isClosed">If set to <c>true</c> is closed.</param>
    public Vector3[] CalCurvesPoints(){
        //存放curves点
        List<Vector3> curves = new List<Vector3>();
        //是否是结束点?
        bool isEndPoint=false;
        //计算曲线点
        for (int i = 0; i < bezierPointsList.Count-1; i++) {
            //是否最后一个顶点?
            if (i >= bezierPointsList.Count - 2 && !isClosed) {
                isEndPoint = true;
            } else {
                isEndPoint = false;
            }
            //计算曲线点
            curves.AddRange (CalCurvesPoints (bezierPointsList [i].point, bezierPointsList [i].cp2,
                bezierPointsList [i + 1].cp1, bezierPointsList [i + 1].point, isEndPoint));
        }
        //如果是闭合曲线 -- 添加一排点
        if(isClosed){
            int count = bezierPointsList.Count;
            curves.AddRange (CalCurvesPoints (bezierPointsList [count-1].point, bezierPointsList [count-1].cp2,
                bezierPointsList [0].cp1, bezierPointsList [0].point, true));
        }
        return curves.ToArray ();
    }

    /// <summary>
    /// 数据转换 -- BezierCurvesController to Bezier
    /// </summary>
    /// <returns>The to datas.</returns>
    /// <param name="ctrllerList">Ctrller list.</param>
    public List<Bezier> ControllersToBezier(List<BezierController> ctrllerList){
        List<Bezier> bezierPointsList = new List<Bezier>();
        //转存数据
        for (int i = 0; i < ctrllerList.Count; i++) {
            bezierPointsList.Add (new Bezier (
                ctrllerList [i].ctrller.point, ctrllerList [i].ctrller.cp1, ctrllerList [i].ctrller.cp2));
        }
        return bezierPointsList;
    }

    /// <summary>
    /// 数据转换 -- Bezier to BezierCurvesController
    /// </summary>
    /// <returns>The to controllers.</returns>
    /// <param name="bezier">Bezier.</param>
    public List<BezierController> BezierToControllers(){
        List<BezierController> list = new List<BezierController> ();
        //转存数据
        for (int i = 0; i < bezierPointsList.Count; i++) {
            list.Add (new BezierController (bezierPointsList[i]));
        }
        return list;
    }

    /***************************************************************
     * 三阶Bezier曲线公式 :
     * B(t) = P0(1-t)³ + 3P₁t(1-t)² + 3P₂t²(1-t) + P₃t³, t∈[0,1]
     ****************************************************************/
    public Vector3 CalCurvesPoints( Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t){
        var v = p0 * Mathf.Pow ((1 - t), 3) + 3 * p1 * t * Mathf.Pow (1 - t, 2) + 3 * p2 * Mathf.Pow (t, 2) * (1 - t) + p3 * Mathf.Pow (t, 3);
        return v;
    }
    public List<Vector3> CalCurvesPoints(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, bool isEndPoint){
        int endPoint;   //起始点/结束点+1
        //是否结束点?
        if (isEndPoint) endPoint = 1;
        else endPoint = 0;

        List<Vector3> list = new List<Vector3> ();
        float t = 0;        //时间
        float incr = 1F / (float)curvesSegments;        //递增数
        //计算两点间所有曲线点
        for (int i = 0; i < curvesSegments + endPoint; i++) {
            list.Add (CalCurvesPoints (p0, p1, p2, p3, t));
            t += incr;
        }
        return list;
    }

}

[曲线控制器 – CustomDrawCurves.cs]

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif

public class CustomDrawCurves : MonoBehaviour 
{
    public float minSpace = 1F;  //曲线的最小间距

    private Vector2 _startPos, _currentPos, _lastPos;   //起始/结束点//上一次拖动的位置
    private List<Vector2> _list;    //记录经过点
    void Start () {
        _list = new List<Vector2> ();
    }

    void Update () {
        if (Input.GetMouseButtonDown (0)) {
            _startPos = _currentPos = Input.mousePosition;
            OnButtonDown ();
        }
        if (Input.GetMouseButton (0)) {
            _currentPos = Input.mousePosition;
            OnDrag ();
        }
        if (Input.GetMouseButtonUp (0)) {
            OnButtonUp ();
        }



    }

    void OnButtonDown(){
        _list.Clear ();
        _list.Add (GetScreenToWorld(_startPos));
    }

    void OnDrag(){
        if (GetDistance (_currentPos, _lastPos, minSpace)) {
            _lastPos = _currentPos;
            _list.Add (GetScreenToWorld(_currentPos));
        }
    }

    void OnButtonUp(){
        print (_list.Count);

//      CreatePolygon (_list);
        var go = new GameObject("ccccc",typeof(PolygonCollider2D));
        var col = go.GetComponent<PolygonCollider2D> ();
        col.points = _list.ToArray();

//      _list.Clear ();
    }

    //PRIVATE-----------------------------------------------------------------

    //计算 -- 两点距离是否小于最小值
    private bool GetDistance( Vector2 p1, Vector2 p2, float minDistance){
        if (Vector2.Distance (p1, p2) > minDistance)
            return true;
        return false;
    }

    //获取点位置 -- 屏幕To世界坐标
    private Vector2 GetScreenToWorld(Vector2 pos){
        return Camera.main.ScreenToWorldPoint(pos);
    }

    //创建模型
    private void CreatePolygon(List<Vector3> points){
        var go = new GameObject ("Stroe", typeof(MeshRenderer), typeof(MeshFilter));
        var mesh = go.GetComponent<MeshFilter> ();
        mesh.mesh.SetVertices (points);
    }


    //PRIVATE-----------------------------------------------------------------

    //TESTCODE--------------------------------------------------------------
    #if UNITY_EDITOR
    void OnDrawGizmos(){
        //Draw lines
        if (_list!=null && _list.Count > 0) {
            for (int i = 0; i < _list.Count; i++) {
                if (i != _list.Count - 1) 
                    Gizmos.DrawLine (_list [i], _list [i+1]);
                Gizmos.DrawWireSphere (_list [i], 1);
            }
        }
    }

    #endif
    //TESTCODE--------------------------------------------------------------
}
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