几何向量:RuntimeTransformMovement

      以前一直用的runtime transform gizmos插件,今天说操作有问题,要改,效果如下:
在这里插入图片描述
      看出问题了吧?插件移动操作三维和二维不匹配,导致鼠标和轴错位(以前我们操作都不在意这个问题,现在才说要改)
      RTG插件确实不错,支持TRS操作和回退功能,我实在不想换插件了。一大早百度找RTG不同版本看看,发现都是这样。
      还好我这边暂时只需要世界坐标控制移动操作,只能自己写一份了。
      首先做一个移动轴,如下:
在这里插入图片描述
      blender做的,学一点简单的建模操作还是必要的,然后unity组装成xyz移动轴,如下:
在这里插入图片描述
      当然RTG插件里面使用的GL.Draw绘制的操作轴,如下:

void DrawLines(List<Vector3> lines, Color color)
		{
    
    
			if(lines.Count == 0) return;

			GL.Begin(GL.LINES);
			GL.Color(color);

			for(int i = 0; i < lines.Count; i += 2)
			{
    
    
				GL.Vertex(lines[i]);
				GL.Vertex(lines[i + 1]);
			}

			GL.End();
		}

		void DrawTriangles(List<Vector3> lines, Color color)
		{
    
    
			if(lines.Count == 0) return;

			GL.Begin(GL.TRIANGLES);
			GL.Color(color);

			for(int i = 0; i < lines.Count; i += 3)
			{
    
    
				GL.Vertex(lines[i]);
				GL.Vertex(lines[i + 1]);
				GL.Vertex(lines[i + 2]);
			}

			GL.End();
		}

		void DrawQuads(List<Vector3> lines, Color color)
		{
    
    
			if(lines.Count == 0) return;

			GL.Begin(GL.QUADS);
			GL.Color(color);

			for(int i = 0; i < lines.Count; i += 4)
			{
    
    
				GL.Vertex(lines[i]);
				GL.Vertex(lines[i + 1]);
				GL.Vertex(lines[i + 2]);
				GL.Vertex(lines[i + 3]);
			}

			GL.End();
		}

		void DrawFilledCircle(List<Vector3> lines, Color color)
		{
    
    
			if(lines.Count == 0) return;

			Vector3 center = Vector3.zero;
			for(int i = 0; i < lines.Count; i++)
			{
    
    
				center += lines[i];
			}
			center /= lines.Count;

			GL.Begin(GL.TRIANGLES);
			GL.Color(color);

			for(int i = 0; i + 1 < lines.Count; i++)
			{
    
    
				GL.Vertex(lines[i]);
				GL.Vertex(lines[i + 1]);
				GL.Vertex(center);
			}

			GL.End();
		}

      这里我们有时间就用GL绘制,没时间做个模型也行吧。
      接下来分析二三维匹配的移动操作,以X轴为例,如下:
在这里插入图片描述
      其实也很简单,我们计算出X轴所在的平面F,然后通过摄像机鼠标射线进行二三维坐标映射,鼠标射线与平面F相交的坐标点P1可以实时与二维鼠标坐标对齐,再计算得到移动量x。
      接下来写代码实现,如下:
      我们一共要写三个类:
      1.RTMXYZAxis(负责轴的生成、移动、释放等)

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

namespace UnityPlugin.RTM
{
    
    
    public enum EAxisType
    {
    
    
        Null,
        X,
        Y,
        Z
    }

    public class RTMXYZAxis : MonoBehaviour
    {
    
    
        [Header("X轴")]
        public Transform xAxis;
        [Header("Y轴")]
        public Transform yAxis;
        [Header("Z轴")]
        public Transform zAxis;
        [Header("选中轴类型")]
        public EAxisType axisType;          //选中轴类型

        private Material xMat;
        private Material yMat;
        private Material zMat;

        private RTMGo attachRtmGo;          //附着的物体
        private bool isAttaching = false;   //是否附着

        public bool IsAttaching {
    
     get {
    
     return isAttaching; } }

        private Vector3 panelCenter;        //选中平面中心
        private Vector3 panelNormal;        //选中平面单位法向量
        private Vector3 rayInitPoint;       //选中平面坐标点

        private void Awake()
        {
    
    
            xMat = xAxis.GetComponent<MeshRenderer>().sharedMaterial;
            yMat = yAxis.GetComponent<MeshRenderer>().sharedMaterial;
            zMat = zAxis.GetComponent<MeshRenderer>().sharedMaterial;
        }

        void Start()
        {
    
    

        }

        /// <summary>
        /// 生成
        /// </summary>
        public void Create(RTMGo go)
        {
    
    
            attachRtmGo = go;
            transform.position = attachRtmGo.GetWorldPos();
            xAxis.gameObject.SetActive(true);
            yAxis.gameObject.SetActive(true);
            zAxis.gameObject.SetActive(true);
            isAttaching = true;
#if UNITY_EDITOR
            Debug.LogWarningFormat("RTMXYZAxis Create go = {0}", go.GetName());
#endif
        }

        /// <summary>
        /// 选择轴
        /// </summary>
        /// <param name="ray"></param>
        public bool RaycastAxis(Ray ray)
        {
    
    
            bool israycast = true;
            RaycastHit hitinfo;
            if (Physics.Raycast(ray, out hitinfo))
            {
    
    
                if (hitinfo.transform == xAxis)
                {
    
    
                    axisType = EAxisType.X;
                }
                else if (hitinfo.transform == yAxis)
                {
    
    
                    axisType = EAxisType.Y;
                }
                else if (hitinfo.transform == zAxis)
                {
    
    
                    axisType = EAxisType.Z;
                }
                else
                {
    
    
                    axisType = EAxisType.Null;
                    israycast = false;
                }
#if UNITY_EDITOR
                Debug.LogWarningFormat("RTMXYZAxis RaycastAxis");
#endif
            }
            else
            {
    
    
                axisType = EAxisType.Null;
                israycast = false;
            }
            ChangeMat(axisType);
            GetPanelParams(axisType, ray);
            return israycast;
        }

        /// <summary>
        /// 改变选中轴颜色
        /// </summary>
        /// <param name="atype"></param>
        private void ChangeMat(EAxisType atype)
        {
    
    
            switch (atype)
            {
    
    
                case EAxisType.X:
                    {
    
    
                        xMat.SetColor("_Color", Color.yellow);
                        yMat.SetColor("_Color", Color.green);
                        zMat.SetColor("_Color", Color.blue);
                    }
                    break;
                case EAxisType.Y:
                    {
    
    
                        xMat.SetColor("_Color", Color.red);
                        yMat.SetColor("_Color", Color.yellow);
                        zMat.SetColor("_Color", Color.blue);
                    }
                    break;
                case EAxisType.Z:
                    {
    
    
                        xMat.SetColor("_Color", Color.red);
                        yMat.SetColor("_Color", Color.green);
                        zMat.SetColor("_Color", Color.yellow);
                    }
                    break;
                case EAxisType.Null:
                    {
    
    
                        xMat.SetColor("_Color", Color.red);
                        yMat.SetColor("_Color", Color.green);
                        zMat.SetColor("_Color", Color.blue);
                    }
                    break;
            }
        }
        /// <summary>
        /// 获取选中平面参数
        /// 中心点和单位法向量
        /// 计算射线与平面初次交点
        /// </summary>
        /// <param name="atype"></param>
        private void GetPanelParams(EAxisType atype, Ray ray)
        {
    
    
            switch (atype)
            {
    
    
                case EAxisType.X:
                case EAxisType.Y:
                    {
    
    
                        panelCenter = transform.position;
                        panelNormal = Vector3.back;
                        rayInitPoint = RayCrossPanel(panelCenter, panelNormal, ray);
                    }
                    break;
                case EAxisType.Z:
                    {
    
    
                        panelCenter = transform.position;
                        panelNormal = Vector3.right;
                        rayInitPoint = RayCrossPanel(panelCenter, panelNormal, ray);
                    }
                    break;
                case EAxisType.Null:
                    {
    
    
                        panelCenter = Vector3.zero;
                        panelNormal = Vector3.zero;
                        rayInitPoint = Vector3.zero;
                    }
                    break;
            }
        }

        /// <summary>
        /// 移动轴
        /// </summary>
        /// <param name="ray"></param>
        public void MovementAxis(Ray ray)
        {
    
    
            if (axisType != EAxisType.Null)
            {
    
    
                Vector3 mpos = RayCrossPanel(panelCenter, panelNormal, ray);
                Vector3 bias = mpos - rayInitPoint;
                switch (axisType)
                {
    
    
                    case EAxisType.X:
                        transform.position = panelCenter + new Vector3(bias.x, 0, 0);
                        break;
                    case EAxisType.Y:
                        transform.position = panelCenter + new Vector3(0, bias.y, 0);
                        break;
                    case EAxisType.Z:
                        transform.position = panelCenter + new Vector3(0, 0, bias.z);
                        break;
                }
                attachRtmGo.SetWorldPos(transform.position);
            }
        }

        /// <summary>
        /// 求射线与平面交点
        /// </summary>
        /// <param name="center"></param>
        /// <param name="norm"></param>
        /// <param name="ray"></param>
        /// <returns></returns>
        private Vector3 RayCrossPanel(Vector3 center, Vector3 norm, Ray ray)
        {
    
    
            float a = center.x, b = center.y, c = center.z;
            float u = norm.x, v = norm.y, w = norm.z;

            Vector3 start = ray.origin;
            Vector3 dir = ray.direction;

            float sx = start.x, sy = start.y, sz = start.z;
            float dx = dir.x, dy = dir.y, dz = dir.z;

            float n = ((u * a + v * b + w * c) - (u * sx + v * sy + w * sz)) / (u * dx + v * dy + w * dz);
            Vector3 ret = start + n * dir;
            return ret;
        }

        /// <summary>
        /// 放下轴
        /// </summary>
        public void DisposeAxis()
        {
    
    
            axisType = EAxisType.Null;
            panelCenter = Vector3.zero;
            panelNormal = Vector3.zero;
            rayInitPoint = Vector3.zero;
            ChangeMat(axisType);
#if UNITY_EDITOR
            Debug.LogWarningFormat("RTMXYZAxis DisposeAxis");
#endif
        }

        /// <summary>
        /// 释放
        /// </summary>
        public void Release()
        {
    
    
            isAttaching = false;
            attachRtmGo = null;
            DisposeAxis();
            xAxis.gameObject.SetActive(false);
            yAxis.gameObject.SetActive(false);
            zAxis.gameObject.SetActive(false);
#if UNITY_EDITOR
            Debug.LogWarningFormat("RTMXYZAxis Release");
#endif
        }
    }
}

      2.RTMGo(负责过滤可操作物体)

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

namespace UnityPlugin.RTM
{
    
    
    public class RTMGo : MonoBehaviour
    {
    
    

        void Start()
        {
    
    
            RTMController.GetInstance().AddRtmGo(this);
        }

        public Vector3 GetWorldPos()
        {
    
    
            return transform.position;
        }

        public void SetWorldPos(Vector3 wpos)
        {
    
    
            transform.position = wpos;
        }

        public string GetName()
        {
    
    
            return transform.name;
        }
    }
}

      3.RTMController(RTM控制器,管理可操作物体,处理操作逻辑等)

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

namespace UnityPlugin.RTM
{
    
    
    public enum EMouseHandleType
    {
    
    
        Left,
        Right,
    }

    public class RTMController : MonoSingleton<RTMController>
    {
    
    
        [Header("操作轴")]
        public RTMXYZAxis rtmAxis;
        [Header("鼠标操作类型")]
        public EMouseHandleType mouseHandleType;

        private List<RTMGo> rtmGoList = new List<RTMGo>();

        private RTMGo selectRtmGo;                  //选中rtmGo

        private Camera mainCamera;

        void Start()
        {
    
    
            mainCamera = Camera.main;
        }

        public void AddRtmGo(RTMGo rtmgo)
        {
    
    
            if (!rtmGoList.Contains(rtmgo))
            {
    
    
                rtmGoList.Add(rtmgo);
            }
        }

        public void RemoveRtmGo(RTMGo rtmgo)
        {
    
    
            if (rtmGoList.Contains(rtmgo))
            {
    
    
                rtmGoList.Remove(rtmgo);
            }
        }

        /// <summary>
        /// 操作逻辑
        /// 首先确认选中RTMGo,生成RTMAxis
        /// 再确认选中Axis,操作移动
        /// 空选则释放
        /// </summary>
        void Update()
        {
    
    
            int mid = (mouseHandleType == EMouseHandleType.Left ? 0 : 1);
            if (Input.GetMouseButtonDown(mid))
            {
    
    
                Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                if (Physics.Raycast(ray, out hit))
                {
    
    
                    RTMGo rtmgo = hit.transform.GetComponent<RTMGo>();
                    if (rtmgo != null)
                    {
    
    
                        if (selectRtmGo == rtmgo)
                        {
    
    
                            return;
                        }
                        else
                        {
    
    
                            selectRtmGo = rtmgo;
                            rtmAxis.Create(selectRtmGo);
                            return;
                        }
                    }
                    if (rtmAxis.RaycastAxis(ray))
                    {
    
    
                        return;
                    }
                    rtmAxis.Release();
                    selectRtmGo = null;
                }
                else
                {
    
    
                    rtmAxis.Release();
                    selectRtmGo = null;
                }
            }
            if (Input.GetMouseButton(mid))
            {
    
    
                if (rtmAxis.IsAttaching)
                {
    
    
                    Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
                    rtmAxis.MovementAxis(ray);
                }
            }
            if (Input.GetMouseButtonUp(mid))
            {
    
    
                if (rtmAxis.IsAttaching)
                {
    
    
                    rtmAxis.DisposeAxis();
                }
            }
        }
    }
}

      效果如下:
在这里插入图片描述
      效果不错,二三维映射匹配,移动操作才更精准。
      当然RTM的核心功能就是射线与平面相交,再加上一些操作逻辑控制处理,理解原理即可。
      当然还有个小问题可能需要改进,那就是因为我们XYZ轴是模型,所以移动到很远的时候,XYZ轴就变得很小了,有点难选中轴,我们需要加一个根据XYZ轴到摄像机距离进行相应缩放的功能,如下:

        private void MoveDistanceScale()
        {
    
    
            float distance = Vector3.Distance(mainCamera.position, transform.position);
            transform.localScale = Vector3.one * distance * distanceScale;
        }

      参数自行调整:
在这里插入图片描述
      效果如下:
在这里插入图片描述
      当然还有一个问题就是如果RTMGo碰撞器体积边界超过RTM轴的三个轴碰撞器,那么选中这个RTMGo就无法操作轴了,如下:
在这里插入图片描述

      这种修改有两种方法:
      1.选中RTMGo就禁用其Collider,这样可能对RTMGo的其他碰撞业务逻辑产生影响
      2.根据raycastlayer进行分层射线判断,比较适合
      代码修改如下:

if (Input.GetMouseButtonDown(mid))
            {
    
    
                Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                int rtmlayer = LayerMask.NameToLayer("RTM");
                if (Physics.Raycast(ray, out hit, mainCamera.farClipPlane, 1 << rtmlayer))
                {
    
    
                    if (hit.transform != null)
                    {
    
    
                        if (rtmAxis.RaycastAxis(ray))
                        {
    
    
                            return;
                        }
                    }
                }
                if (Physics.Raycast(ray, out hit))
                {
    
    
                    RTMGo rtmgo = hit.transform.GetComponent<RTMGo>();
                    if (rtmgo != null)
                    {
    
    
                        if (selectRtmGo == rtmgo)
                        {
    
    
                            return;
                        }
                        else
                        {
    
    
                            selectRtmGo = rtmgo;
                            rtmAxis.Create(selectRtmGo);
                            return;
                        }
                    }
                    if (rtmAxis.RaycastAxis(ray))
                    {
    
    
                        return;
                    }
                    rtmAxis.Release();
                    selectRtmGo = null;
                }
                else
                {
    
    
                    rtmAxis.Release();
                    selectRtmGo = null;
                }
            }

      在Controller按下优先判断是否选中"RTM"Layer的轴,同时RaycastAxis中判断加上“RTM”Layer过滤即可,如下:
在这里插入图片描述
      对了,至于XYZ轴最前景渲染,只需要在shader中关闭ZTest ZWrite即可,如下:

        ZTest off
        ZWrite off

      功能完成,放假。

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转载自blog.csdn.net/yinhun2012/article/details/122121569