【Unity】可视化视野

Unity视野展示
用GL实现,性能要好一些

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

public class GLTest : MonoBehaviour
{
    //当添加到一个物体上时,从物体位置出发,绘制带色彩的射线
    public Color color;
    public float degree = 120;
    public float radius = 3.0f;
    public float radiusInterval = 1F;
    private Transform m_transform;
    static Material lineMaterial;
    /// <summary>
    /// 三角形的后两个顶点
    /// </summary>
    private List<Vector3> vertexs;
    /// <summary>
    /// 射线的发射方向
    /// </summary>
    private List<Vector3> dirs;
    RaycastHit hit;
    private float startTime = 0F;
    public float intervalTime = 0.1F;
    static void CreateLineMaterial()
    {
        if (!lineMaterial)
        {
            //Unity内置着色器,用于绘制简单色彩
            Shader shader = Shader.Find("Hidden/Internal-Colored");
            //Shader shader = Shader.Find("Unlit/Color");
            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);
        }
    }
    private void Awake()
    {
        m_transform = transform;
        vertexs = new List<Vector3>();//三角形的后两个顶点
        dirs = new List<Vector3>();//数目为degree+1
        float angle = -degree / 2F;
        for (float i = 0; i <= degree; i += radiusInterval)
        {
            float currentAngle = angle + i;
            float rad = currentAngle * Mathf.Deg2Rad;
            dirs.Add(new Vector3(Mathf.Sin(rad), 0, Mathf.Cos(rad)));
        }
        startTime = Random.Range(0, intervalTime);
    }
    private void Update()
    {
        startTime += Time.deltaTime;
        if (startTime > intervalTime)
        {
            vertexs.Clear();
            Vector3 pos = m_transform.position;
            foreach (var dir in dirs)
            {
                Vector3 worldDir = m_transform.TransformDirection(dir);//将模型空间坐标转换为世界空间坐标
                if (Physics.Raycast(pos, worldDir, out hit, radius))
                {
                    //将世界坐标转换为模型坐标后存到vertex中
                    vertexs.Add(m_transform.InverseTransformPoint(hit.point));
                }
                else
                {
                    vertexs.Add(dir * radius);
                }
            }
            startTime = 0F;
        }

    }
    // 当所有常规渲染完成后调用
    public void OnRenderObject()
    {
        CreateLineMaterial();

        lineMaterial.SetPass(0);

        GL.PushMatrix();
        GL.MultMatrix(transform.localToWorldMatrix);

        GL.Begin(GL.TRIANGLES);
        
        if (vertexs.Count > 0)
        {

            for (int i = 0; i < dirs.Count-1; i++)
            {
                GL.Color(color);
                GL.Vertex3(0, 0, 0);
                GL.Vertex3(vertexs[i].x, vertexs[i].y, vertexs[i].z);
                GL.Vertex3(vertexs[i + 1].x, vertexs[i + 1].y, vertexs[i + 1].z);
            }
        }

        GL.End();
        GL.PopMatrix();
    }
}

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