Unity动态绘制曲线Mesh的代码

今天给大家介绍一个自己写的小工具,曲线Mesh生成器。起初是为了在地图界面绘制可修改的路径曲线,节约美术人员工作量而开发的小东西。

这是游戏中效果:

这是编辑器窗口里的样子:


这是Inspector里的样子:


这个小工具就一个脚本:CurveMeshBuilder,它在场景里创建一个曲线形状的3D模型,配上贴图就能显示出曲线效果。在编辑器里我们可以看到它提供了几个配置参数,包括曲线的宽度、细腻度和贴图的重复密度,还有路径关键点的调整。

说说这个工具的基本工作流程(简要说下做法,细节实现就不多说了,自己看代码):

1. 计算曲线。用多个关键点构造出一段曲线的方法很多,耳熟能详的贝塞尔曲线就是最出名的一种(它不穿过中途点,所以不适合这里使用)。本文用的是Catmul-Rom曲线,一个常见的曲线生成计算方法,这里不赘述其原理,有兴趣的同学请百度查询。总之,一个合适的曲线算法,在输入一组关键点后,就能生成对应的一条曲线数据。

2. 得到近似表达曲线的线段组。有了曲线后,根据精度需要截取一定数目的中间点,串联起来就得到了一组首尾相连的线段,它可以近似描述我们的曲线(中间点越密集,线段就越多,效果就越精细,当然性能也差了,我们所要做的就是在性能和效果之间做取舍)。

3. 一组没有宽度的线段是没法组成模型的,我们需要把这组线段扩展为平行的两组线段,变为一组四边形的集合。如下图所示,线段A-B、B-C向上平移可得到a-b1、b2-c两个线段,再算出其交点b,得到a-b、b-c两个线段(或者说abc三个点,对应于ABC点)。再用同样的手段得到向下平移的3个点,我们就得到了由2个四边形构成的有宽度的2个线段。


4. 计算得到顶点、三角形、UV信息。使顶点们两上两下组合为一个个四边形,再将每个四边形拆分为2个三角形,并计算出每个顶点的UV坐标。这部分内容本来想单独开一篇说明,可是网上的相关文章已经够多够详细了,感觉意义不是很大(也可能是因为懒)。

5. 用代码创建Mesh。将上面算得的顶点信息、三角形信息和UV信息都填充到Mesh里,新鲜出炉的动态Mesh就制成了。

说点补充事项:

1. 为了让贴图循环展现,图片文件的WrapMode必须是Repeat。

2. 在上面的图中,为了得到a点,我们需要先算出AB的垂直向量Aa,这个向量其实很好算,假定向量AB的数值是(x,y),那么向量(-y,x)就与Aa同向,将(-y,x)的长度做下调整,就能得到向量Aa的值。

最后上代码。这是Component代码:

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

/// <summary>
/// Dynamic build curve mesh by given key points
/// Curve type is Catmul-Rom
/// </summary>

[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class CurveMeshBuilder : MonoBehaviour
{
	public struct CurveSegment2D
	{
		public Vector2 point1;
		public Vector2 point2;

		public CurveSegment2D(Vector2 point1, Vector2 point2)
		{
			this.point1 = point1;
			this.point2 = point2;
		}

		public Vector2 SegmentVector
		{
			get
			{
				return point2 - point1;
			}
		}
	}

	[HideInInspector]
	public List<Vector2> nodeList = new List<Vector2>();

	public bool drawGizmos = true;
	public int smooth = 5;
	public float width = 0.2f;
	public float uvTiling = 1f;

	private Mesh _mesh;

#if UNITY_EDITOR
	public float gizmosNodeBallSize = 0.1f;
	[System.NonSerialized]
	public int selectedNodeIndex = -1;
#endif

	void Awake()
	{
		Init();
		BuildMesh();
	}

	void Start()
	{

	}

	void Update()
	{

	}

	void Init()
	{
		if (_mesh == null)
		{
			_mesh = new Mesh();
			_mesh.name = "CurveMesh";
			GetComponent<MeshFilter>().mesh = _mesh;
		}
	}

#if UNITY_EDITOR
	//Draw the spline in the scene view
	void OnDrawGizmos()
	{
		if (!drawGizmos)
		{
			return;
		}
		Vector3 prevPosition = Vector3.zero;
		for (int i = 0; i < nodeList.Count; i++)
		{
			if (i == 0)
			{
				prevPosition = transform.TransformPoint(nodeList[i]);
			}
			else
			{
				Vector3 curPosition = transform.TransformPoint(nodeList[i]);
				Gizmos.DrawLine(prevPosition, curPosition);
				prevPosition = curPosition;
			}

			if (i == selectedNodeIndex)
			{
				Color c = Gizmos.color;
				Gizmos.color = Color.yellow;
				Gizmos.DrawSphere(prevPosition, gizmosNodeBallSize * UnityEditor.HandleUtility.GetHandleSize(prevPosition) * 1.5f);
				Gizmos.color = c;
			}
			else
			{
				Gizmos.DrawSphere(prevPosition, gizmosNodeBallSize * UnityEditor.HandleUtility.GetHandleSize(prevPosition));
			}
		}
	}
#endif

	#region Node Operate
	public void AddNode(Vector2 position)
	{
		nodeList.Add(position);
	}

	public void InsertNode(int index, Vector2 position)
	{
		index = Mathf.Max(index, 0);
		if (index >= nodeList.Count)
		{
			AddNode(position);
		}
		else
		{
			nodeList.Insert(index, position);
		}
	}

	public void RemoveNode(int index)
	{
		if (index < 0 || index >= nodeList.Count)
		{
			return;
		}
		nodeList.RemoveAt(index);
	}

	public void ClearNodes()
	{
		nodeList.Clear();
	}
	#endregion

	public bool BuildMesh()
	{
		Init();
		_mesh.Clear();
		if (nodeList.Count < 2)
		{
			return false;
		}
		List<Vector2> curvePoints = CalculateCurve(nodeList, smooth, false);
		List<Vector2> vertices = GetVertices(curvePoints, width * 0.5f);
		List<Vector2> verticesUV = GetVerticesUV(curvePoints);

		Vector3[] _vertices = new Vector3[vertices.Count];
		Vector2[] _uv = new Vector2[verticesUV.Count];
		int[] _triangles = new int[(vertices.Count - 2) * 3];
		for (int i = 0; i < vertices.Count; i++)
		{
			_vertices[i].Set(vertices[i].x, vertices[i].y, 0);
		}
		for (int i = 0; i < verticesUV.Count; i++)
		{
			_uv[i].Set(verticesUV[i].x, verticesUV[i].y);
		}
		for (int i = 2; i < vertices.Count; i += 2)
		{
			int index = (i - 2) * 3;
			_triangles[index] = i - 2;
			_triangles[index + 1] = i - 0;
			_triangles[index + 2] = i - 1;
			_triangles[index + 3] = i - 1;
			_triangles[index + 4] = i - 0;
			_triangles[index + 5] = i + 1;
		}
		_mesh.vertices = _vertices;
		_mesh.triangles = _triangles;
		_mesh.uv = _uv;
		_mesh.RecalculateNormals();

		return true;
	}

	/// <summary>
	/// Calculate Catmul-Rom Curve
	/// </summary>
	/// <param name="points">key points</param>
	/// <param name="smooth">how many segments between two nearby point</param>
	/// <param name="curveClose">whether curve is a circle</param>
	/// <returns></returns>
	public List<Vector2> CalculateCurve(IList<Vector2> points, int smooth, bool curveClose)
	{
		int pointCount = points.Count;
		int segmentCount = curveClose ? pointCount : pointCount - 1;

		List<Vector2> allVertices = new List<Vector2>((smooth + 1) * segmentCount);
		Vector2[] tempVertices = new Vector2[smooth + 1];
		float smoothReciprocal = 1f / smooth;

		for (int i = 0; i < segmentCount; ++i)
		{
			// get 4 adjacent point in points to calculate position between p1 and p2
			Vector2 p0, p1, p2, p3;
			p1 = points[i];

			if (curveClose)
			{
				p0 = i == 0 ? points[segmentCount - 1] : points[i - 1];
				p2 = i + 1 < pointCount ? points[i + 1] : points[i + 1 - pointCount];
				p3 = i + 2 < pointCount ? points[i + 2] : points[i + 2 - pointCount];
			}
			else
			{
				p0 = i == 0 ? p1 : points[i - 1];
				p2 = points[i + 1];
				p3 = i == segmentCount - 1 ? p2 : points[i + 2];
			}

			Vector2 pA = p1;
			Vector2 pB = 0.5f * (-p0 + p2);
			Vector2 pC = p0 - 2.5f * p1 + 2f * p2 - 0.5f * p3;
			Vector2 pD = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);

			float t = 0;
			for (int j = 0; j <= smooth; j++)
			{
				tempVertices[j] = pA + t * (pB + t * (pC + t * pD));
				t += smoothReciprocal;
			}
			for (int j = allVertices.Count == 0 ? 0 : 1; j < tempVertices.Length; j++)
			{
				allVertices.Add(tempVertices[j]);
			}
		}
		return allVertices;
	}

	private List<CurveSegment2D> GetSegments(List<Vector2> points)
	{
		List<CurveSegment2D> segments = new List<CurveSegment2D>(points.Count - 1);
		for (int i = 1; i < points.Count; i++)
		{
			segments.Add(new CurveSegment2D(points[i - 1], points[i]));
		}
		return segments;
	}

	private List<Vector2> GetVertices(List<Vector2> points, float expands)
	{
		List<CurveSegment2D> segments = GetSegments(points);

		List<CurveSegment2D> segments1 = new List<CurveSegment2D>(segments.Count);
		List<CurveSegment2D> segments2 = new List<CurveSegment2D>(segments.Count);

		for (int i = 0; i < segments.Count; i++)
		{
			Vector2 vOffset = new Vector2(-segments[i].SegmentVector.y, segments[i].SegmentVector.x).normalized;
			segments1.Add(new CurveSegment2D(segments[i].point1 + vOffset * expands, segments[i].point2 + vOffset * expands));
			segments2.Add(new CurveSegment2D(segments[i].point1 - vOffset * expands, segments[i].point2 - vOffset * expands));
		}

		List<Vector2> points1 = new List<Vector2>(points.Count);
		List<Vector2> points2 = new List<Vector2>(points.Count);

		for (int i = 0; i < segments1.Count; i++)
		{
			if (i == 0)
			{
				points1.Add(segments1[0].point1);
			}
			else
			{
				Vector2 crossPoint;
				if (!TryCalculateLinesIntersection(segments1[i - 1], segments1[i], out crossPoint, 0.1f))
				{
					crossPoint = segments1[i].point1;
				}
				points1.Add(crossPoint);
			}
			if (i == segments1.Count - 1)
			{
				points1.Add(segments1[i].point2);
			}
		}
		for (int i = 0; i < segments2.Count; i++)
		{
			if (i == 0)
			{
				points2.Add(segments2[0].point1);
			}
			else
			{
				Vector2 crossPoint;
				if (!TryCalculateLinesIntersection(segments2[i - 1], segments2[i], out crossPoint, 0.1f))
				{
					crossPoint = segments2[i].point1;
				}
				points2.Add(crossPoint);
			}
			if (i == segments2.Count - 1)
			{
				points2.Add(segments2[i].point2);
			}
		}

		List<Vector2> combinePoints = new List<Vector2>(points.Count * 2);
		for (int i = 0; i < points.Count; i++)
		{
			combinePoints.Add(points1[i]);
			combinePoints.Add(points2[i]);
		}
		return combinePoints;
	}

	private List<Vector2> GetVerticesUV(List<Vector2> points)
	{
		List<Vector2> uvs = new List<Vector2>(points.Count * 2);
		float totalLength = 0;
		float totalLengthReciprocal = 0;
		float curLength = 0;
		for (int i = 1; i < points.Count; i++)
		{
			totalLength += Vector2.Distance(points[i - 1], points[i]);
		}
		totalLengthReciprocal = uvTiling / totalLength;
		for (int i = 0; i < points.Count; i++)
		{
			if (i == 0)
			{
				uvs.Add(new Vector2(0, 1));
				uvs.Add(new Vector2(0, 0));
			}
			else
			{
				if (i == points.Count - 1)
				{
					uvs.Add(new Vector2(uvTiling, 1));
					uvs.Add(new Vector2(uvTiling, 0));
				}
				else
				{
					curLength += Vector2.Distance(points[i - 1], points[i]);
					float uvx = curLength * totalLengthReciprocal;

					uvs.Add(new Vector2(uvx, 1));
					uvs.Add(new Vector2(uvx, 0));
				}
			}
		}
		return uvs;
	}

	private bool TryCalculateLinesIntersection(CurveSegment2D segment1, CurveSegment2D segment2, out Vector2 intersection, float angleLimit)
	{
		intersection = new Vector2();

		Vector2 p1 = segment1.point1;
		Vector2 p2 = segment1.point2;
		Vector2 p3 = segment2.point1;
		Vector2 p4 = segment2.point2;

		float denominator = (p2.y - p1.y) * (p4.x - p3.x) - (p1.x - p2.x) * (p3.y - p4.y);
		// If denominator is 0, means parallel
		if (denominator == 0)
		{
			return false;
		}

		// Check angle between segments
		float angle = Vector2.Angle(segment1.SegmentVector, segment2.SegmentVector);
		// if the angle between two segments is too small, we treat them as parallel
		if (angle < angleLimit || (180f - angle) < angleLimit)
		{
			return false;
		}

		float x = ((p2.x - p1.x) * (p4.x - p3.x) * (p3.y - p1.y)
				+ (p2.y - p1.y) * (p4.x - p3.x) * p1.x
				- (p4.y - p3.y) * (p2.x - p1.x) * p3.x) / denominator;
		float y = -((p2.y - p1.y) * (p4.y - p3.y) * (p3.x - p1.x)
				+ (p2.x - p1.x) * (p4.y - p3.y) * p1.y
				- (p4.x - p3.x) * (p2.y - p1.y) * p3.y) / denominator;

		intersection.Set(x, y);
		return true;
	}
}
这是Editor代码:

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

[CustomEditor(typeof(CurveMeshBuilder))]
public class CurveMeshBuilderEditor : Editor
{
	private CurveMeshBuilder _script;

	private GUIStyle _guiStyle_Border1;
	private GUIStyle _guiStyle_Border2;
	private GUIStyle _guiStyle_Border3;
	private GUIStyle _guiStyle_Button1;
	private GUIStyle _guiStyle_Button2;

	void Awake()
	{
		_script = target as CurveMeshBuilder;

		_guiStyle_Border1 = new GUIStyle("sv_iconselector_back");
		_guiStyle_Border1.stretchHeight = false;
		_guiStyle_Border1.padding = new RectOffset(4, 4, 4, 4);
		_guiStyle_Border2 = new GUIStyle("U2D.createRect");
		_guiStyle_Border3 = new GUIStyle("SelectionRect");
		_guiStyle_Border3.padding = new RectOffset(6, 6, 6, 6);
		_guiStyle_Button1 = new GUIStyle("PreButton");
		_guiStyle_Button2 = new GUIStyle("horizontalsliderthumb");
	}

	public override void OnInspectorGUI()
	{
		base.OnInspectorGUI();

		EditorGUILayout.BeginVertical(_guiStyle_Border1);
		{
			if (_script.nodeList.Count < 2)
			{
				GUILayout.Label("Key points num should not less than 2 !", "CN EntryWarn");
			}
			for (int i = 0; i < _script.nodeList.Count; i++)
			{
				EditorGUILayout.BeginHorizontal(i == _script.selectedNodeIndex ? _guiStyle_Border2 : _guiStyle_Border3);
				{
					if (GUILayout.Button("", _guiStyle_Button2, GUILayout.Width(20)))
					{
						_script.selectedNodeIndex = i;
					}
					GUILayout.Space(2);
					GUILayout.Label((i + 1).ToString());
					Vector2 newNodePos = EditorGUILayout.Vector2Field("", _script.nodeList[i]);
					if (_script.nodeList[i] != newNodePos)
					{
						_script.nodeList[i] = newNodePos;
					}
					GUILayout.Space(6);
					if (GUILayout.Button("<", _guiStyle_Button1, GUILayout.Width(20)))
					{
						Vector2 pos = i == 0 ? _script.nodeList[i] - Vector2.right : (_script.nodeList[i - 1] + _script.nodeList[i]) * 0.5f;
						_script.InsertNode(i, pos);
						_script.selectedNodeIndex = i;
					}
					GUILayout.Space(2);
					if (GUILayout.Button("✖", _guiStyle_Button1, GUILayout.Width(20)))
					{
						_script.RemoveNode(i);
						_script.selectedNodeIndex = i < _script.nodeList.Count ? i : i - 1;
					}
				}
				EditorGUILayout.EndHorizontal();
			}
			EditorGUILayout.BeginHorizontal();
			{
				if (GUILayout.Button("Add", _guiStyle_Button1))
				{
					Vector2 pos = _script.nodeList.Count == 0 ? Vector2.zero : _script.nodeList[_script.nodeList.Count - 1] + Vector2.right;
					_script.AddNode(pos);
					_script.selectedNodeIndex = _script.nodeList.Count - 1;
				}
				if (GUILayout.Button("Clear", _guiStyle_Button1))
				{
					_script.ClearNodes();
				}
			}
			EditorGUILayout.EndHorizontal();
		}
		EditorGUILayout.EndVertical();

		if (GUILayout.Button("Build Model"))
		{
			_script.BuildMesh();
		}

		if (GUI.changed)
		{
			EditorUtility.SetDirty(target);
		}
	}
}
最后感谢:插件Math Library For Unity。本文参考了该插件的曲线工具,也推荐大家使用这个实用性极强的数学扩展插件,其丰富的功能尤其是常见几何图形的边界计算,能大幅提高生产效率,是每个开发者的必备插件。

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转载自blog.csdn.net/lzdidiv/article/details/53736068