下面是转载别人的,缺点是只能在xz平面上画线,可以添加一个地板来测试,鼠标点击地板进行画线
当再次看这篇文章时,还是觉得非常吃力,因为距离上一次转载的时间有点长了,上次是看懂了,但没有记录下来,所以这次看时还是需要费点脑子才再次看懂了,所以这次我在后面详细的记录了下来,最好自己能够看懂原来作者的代码,不能完全看懂也没有关系,在最后我会解释一下核心的代码和核心的算法。 (2019年7月13日新增)
这两天在研究画线的东西。直到昨天才小有成效。拿出来和大家分享一下。先上图:
以前曾经尝试过用LineRender写画线的功能,但是在拐弯的时候会出现变形和扭曲。所以才决定用绘制Mesh的方法写一个画线的功能。
东西其实很简单,稍微有一点数学的知识,用到了三角函数。还有一些关于构造Mesh的相关代码。下面有草图一张:
黑色的线框代表画出来的模型线,PointA和PointB代表获取的起始点和终结点,A,B,C,D为Mesh的四个顶点。
已知起始点和终结点和线宽,就可以求出四个顶点的坐标。并根据这四个顶点绘制出Mesh.
至于具体的实现细节,大家看代码吧。
DrawMeshLine类:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class DrawMeshLine : MonoBehaviour
{
//线容器
List<Vector3> LinePointContainer;
//线宽
public float LineWidth = 0.5f;
//地形层
public int Layer = 8;
//线物体父物体
GameObject LineObj;
void Start ()
{
LinePointContainer = new List<Vector3>();
LineObj = new GameObject("Lines");
}
void Update ()
{
if(Input.GetMouseButtonDown(0))
{
Ray ray = Camera.mainCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if(Physics.Raycast(ray,out hit))
{
if(hit.transform.gameObject.layer != Layer)return;
LinePointContainer.Add(hit.point);
}
if(LinePointContainer.Count == 1)
{
//二维初始面片圆
// GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
// sphere.transform.parent = LineObj.transform;
// sphere.transform.position = hit.point;
// sphere.transform.localScale = new Vector3(LineWidth * 2,0.01f,LineWidth * 2);
// sphere.renderer.material.shader = Shader.Find("GUI/Text Shader");
// sphere.renderer.material.SetColor("_Color",new Color(255,0,0,255) / 255);
//三维初始球
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.parent = LineObj.transform;
sphere.transform.position = new Vector3(hit.point.x,hit.point.y + LineWidth,hit.point.z);
sphere.transform.localScale = new Vector3(LineWidth * Mathf.Sqrt(8.0f),LineWidth * Mathf.Sqrt(8.0f),LineWidth * Mathf.Sqrt(8.0f));
}
if(LinePointContainer.Count > 1)
{
//画二维面片线
//DrawLine2D(LinePointContainer[LinePointContainer.Count - 2],LinePointContainer[LinePointContainer.Count - 1]);
//画三维立体线
DrawLine3D(LinePointContainer[LinePointContainer.Count - 2],LinePointContainer[LinePointContainer.Count - 1]); //第一个参数是起点,第二个参数是终点
}
}
if(Input.GetMouseButtonDown(1))
{
//清空线容器
if(LinePointContainer.Count < 3)return;
DrawLine3D(LinePointContainer[LinePointContainer.Count - 1],LinePointContainer[0]);
LinePointContainer.Clear();
}
if(Input.GetKeyDown(KeyCode.Escape))
{
//清除所有线物体
LinePointContainer.Clear();
ClearLineObjects();
}
}
/// <summary>
/// 二维线
/// </summary>
/// <param name='PointA'>
/// 初始点
/// </param>
/// <param name='PointB'>
/// 结束点
/// </param>
void DrawLine2D(Vector3 PointA,Vector3 PointB)
{
float HorDisABx = PointB.x - PointA.x;
float HorDisABz = PointB.z - PointA.z;
float HorDisAB = Mathf.Sqrt(Mathf.Pow(HorDisABx,2) + Mathf.Pow(HorDisABz,2));
float offsetX = HorDisABz * LineWidth / HorDisAB;
float offsetZ = HorDisABx * LineWidth / HorDisAB;
Vector3 Point1 = new Vector3(PointA.x - offsetX,PointA.y,PointA.z + offsetZ);
Vector3 Point2 = new Vector3(PointA.x + offsetX,PointA.y,PointA.z - offsetZ);
Vector3 Point3 = new Vector3(PointB.x + offsetX,PointB.y,PointB.z - offsetZ);
Vector3 Point4 = new Vector3(PointB.x - offsetX,PointB.y,PointB.z + offsetZ);
GameObject go = new GameObject((LinePointContainer.Count - 1).ToString());
go.transform.parent = LineObj.transform;
Mesh mesh = go.AddComponent<MeshFilter>().mesh;
go.AddComponent<MeshRenderer>();
mesh.vertices = new Vector3[]{Point1,Point2,Point3,Point4};
mesh.triangles = new int[]{2,1,0,0,3,2};
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.parent = LineObj.transform;
sphere.transform.position = PointB;
sphere.transform.localScale = new Vector3(LineWidth * 2,0.01f,LineWidth * 2);
}
/// <summary>
/// 三维线
/// </summary>
/// <param name='PointA'>
/// 初始点
/// </param>
/// <param name='PointB'>
/// 结束点
/// </param>
void DrawLine3D(Vector3 PointA,Vector3 PointB)
{
float HorDisABx = PointB.x - PointA.x;
float HorDisABz = PointB.z - PointA.z;
float HorDisAB = Mathf.Sqrt(Mathf.Pow(HorDisABx,2) + Mathf.Pow(HorDisABz,2)); //求起点和终点的模长
float offsetX = HorDisABz * LineWidth / HorDisAB;
float offsetZ = HorDisABx * LineWidth / HorDisAB;
Vector3 Point1 = new Vector3(PointA.x - offsetX,PointA.y,PointA.z + offsetZ);
Vector3 Point2 = new Vector3(PointA.x + offsetX,PointA.y,PointA.z - offsetZ);
Vector3 Point3 = new Vector3(PointB.x + offsetX,PointB.y,PointB.z - offsetZ);
Vector3 Point4 = new Vector3(PointB.x - offsetX,PointB.y,PointB.z + offsetZ);
GameObject go1 = new GameObject((LinePointContainer.Count - 1).ToString() + "_1");
go1.transform.parent = LineObj.transform;
Mesh mesh1 = go1.AddComponent<MeshFilter>().mesh;
go1.AddComponent<MeshRenderer>();
mesh1.vertices = new Vector3[]{Point1,Point2,Point3,Point4};
mesh1.triangles = new int[]{2,1,0,0,3,2};
Vector3 Point5 = new Vector3(PointA.x - offsetX,PointA.y + 2 * LineWidth,PointA.z + offsetZ);
Vector3 Point6 = new Vector3(PointA.x + offsetX,PointA.y + 2 * LineWidth,PointA.z - offsetZ);
Vector3 Point7 = new Vector3(PointB.x + offsetX,PointB.y + 2 * LineWidth,PointB.z - offsetZ);
Vector3 Point8 = new Vector3(PointB.x - offsetX,PointB.y + 2 * LineWidth,PointB.z + offsetZ);
GameObject go2 = new GameObject((LinePointContainer.Count - 1).ToString() + "_2");
go2.transform.parent = LineObj.transform;
Mesh mesh2 = go2.AddComponent<MeshFilter>().mesh;
go2.AddComponent<MeshRenderer>();
mesh2.vertices = new Vector3[]{Point5,Point6,Point7,Point8};
mesh2.triangles = new int[]{2,1,0,0,3,2};
GameObject go3 = new GameObject((LinePointContainer.Count - 1).ToString() + "_3");
go3.transform.parent = LineObj.transform;
Mesh mesh3 = go3.AddComponent<MeshFilter>().mesh;
go3.AddComponent<MeshRenderer>();
mesh3.vertices = new Vector3[]{Point6,Point2,Point3,Point7};
mesh3.triangles = new int[]{2,1,0,0,3,2};
GameObject go4 = new GameObject((LinePointContainer.Count - 1).ToString() + "_4");
go4.transform.parent = LineObj.transform;
Mesh mesh4 = go4.AddComponent<MeshFilter>().mesh;
go4.AddComponent<MeshRenderer>();
mesh4.vertices = new Vector3[]{Point1,Point5,Point8,Point4};
mesh4.triangles = new int[]{2,1,0,0,3,2};
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.parent = LineObj.transform;
sphere.transform.position = new Vector3(PointB.x,PointB.y + LineWidth,PointB.z);
sphere.transform.localScale = new Vector3(LineWidth * Mathf.Sqrt(8.0f),LineWidth * Mathf.Sqrt(8.0f),LineWidth * Mathf.Sqrt(8.0f));
}
void ClearLineObjects ()
{
for(int i = 0 ; i < LineObj.transform.childCount;i ++)
{
GameObject go = LineObj.transform.GetChild(i).gameObject;
Destroy(go);
}
}
}
个人理解:
想象成一个几何体,以ABCD为地面,把地面抬高2 * LineWidth米作为顶面EFGH
1 GameObject go1 = new GameObject((LinePointContainer.Count - 1).ToString() + "_1"); 这个是画面ABCD
2 GameObject go2 = new GameObject((LinePointContainer.Count - 1).ToString() + "_2"); 这个是画面EFGH
3 GameObject go3 = new GameObject((LinePointContainer.Count - 1).ToString() + "_3"); 这个是画面BCGF
4 GameObject go4 = new GameObject((LinePointContainer.Count - 1).ToString() + "_4"); 这个是画面ADHE
其中面ABFE和面DCGH不用画,画了也没有意义
(2019年7月13日新增)
其中PointA为线的起点,PointB为线的终点
上面的代码:
Vector3 Point1 = new Vector3(PointA.x - offsetX,PointA.y,PointA.z + offsetZ);
Vector3 Point2 = new Vector3(PointA.x + offsetX,PointA.y,PointA.z - offsetZ);
Vector3 Point3 = new Vector3(PointB.x + offsetX,PointB.y,PointB.z - offsetZ);
Vector3 Point4 = new Vector3(PointB.x - offsetX,PointB.y,PointB.z + offsetZ);
Point1对应于上图中的A点,Point2对应上图的B点,Point3对应上图中的C点,Point4对应上图的D点
想要绘制出面 ABCD,在Unity3d中只能绘制出三角形,这时我们可以把面ABCD分成两个三角面 : 面ABC和面ADC
把点Point3、Point2、Point1两两相连,再渲染(至于如何把三角形渲染成面,不需要你管,Unity3D做了),就成面ABC了
把点Point1、Point4、Point3两两相连,再渲染,就成面ADC了
当绘制出面ABC和面ADC后,把这两个面一组合,就形成了面ABCD,这时就有了下面的代码:
mesh1.vertices = new Vector3[]{Point1,Point2,Point3,Point4};
mesh1.triangles = new int[]{2,1,0,0,3,2};
其中代码 mesh1.triangles = new int[]{2,1,0,0,3,2}; 总共有6个数,连续三个数组成一组,这样可以分成两组 (2,1,0)和(0,3,2)
至于为什么是三个数为一组,我猜你还缺乏Mesh基础,请参考:https://blog.csdn.net/zxy13826134783/article/details/80114487
再看 mesh1.vertices[2]=Point3,mesh1.vertices[1]=Point2,mesh.vertices[0]=Point1, 数组下标一组合为 (2,1,0), 把数组下标对应的点Point3、Point2、Point1 两两相连,不就成了三角形ABC了吗,Unity3D自动把三角形ABC渲染成面ABC
同理mesh1.vertices[0]=Pont1,mesh1.vertices[3]=Point4,mesh1.vertices[2]=Point3,数组下标一组合为 (0,3,2),把数组下标对应的点Point1、Point4、Point3 两两相连,不就成了三角形ADC了吗,Unity3D自动把三角形ADC渲染成面ADC
把面ABC和面ADC一组合就完成了面ABCD的绘制
同理,再把 面EFGH、面BCGF、面ADHE绘制,最后把四个面一组合,就组成了空心的三维模型线(算是线吧),如下图: