在Unity3D中利用描点法画圆——两个圆融合

版权声明:欢迎交流,本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/weixin_42513339/article/details/83212575

在Unity3D中利用描点法画圆的方法上一篇博客已写出 https://blog.csdn.net/weixin_42513339/article/details/83210495

这次讲述怎么让两个圆融合。

代码如下:

    int Pos_Z = 0;
    public int N; //半圆采样点个数

    Vector3 CicleCenter1 = new Vector3(-0.3f, 0, 0);//两个圆圆心
    Vector3 CicleCenter2 = new Vector3(1f, 0, 0);

    List<List<float>> RoundPoints1 = new List<List<float>>();
    List<float> xPoints1 = new List<float>();
    List<float> yPoints1 = new List<float>();

    List<List<float>> RoundPoints2 = new List<List<float>>();
    List<float> xPoints2 = new List<float>();
    List<float> yPoints2 = new List<float>();

    List<int> DeleteIndex1 = new List<int>();
    List<int> DeleteIndex2 = new List<int>();

    // Use this for initialization
    void Start () {
        for (int i = 0; i < N; i++)
        {
            float x1 = -1.3f + i * (2f / N);
            float y1 = Mathf.Sqrt(1 - Mathf.Pow(x1 + 0.3f, 2));
            xPoints1.Add(x1);
            yPoints1.Add(y1);
        }
        for (int i = N; i < 2*N+1; i++)
        {
            float x1 = 0.7f - (i-N) * (2f / N);
            float y1 = -Mathf.Sqrt(1 - Mathf.Pow(x1 + 0.3f, 2));
            xPoints1.Add(x1);
            yPoints1.Add(y1);
        }

        for (int i = 0; i < N; i++)
        {
            float x2 = 0 + i * (2f / N);
            float y2 = Mathf.Sqrt(1 - Mathf.Pow(x2 - 1f, 2));
            xPoints2.Add(x2);
            yPoints2.Add(y2);
        }

        for (int i = N; i < 2*N+1; i++)
        {
            float x2 = 2 - (i-N) * (2f / N);
            float y2 = -Mathf.Sqrt(1 - Mathf.Pow(x2 - 1f, 2));
            xPoints2.Add(x2);
            yPoints2.Add(y2);
        }

        RoundPoints1.Add(xPoints1);
        RoundPoints1.Add(yPoints1);

        RoundPoints2.Add(xPoints2);
        RoundPoints2.Add(yPoints2);


#if true  //1
        //一般判断距离两个圆心max大小
        for (int i = 0; i < 2 * N + 1; i++)//xPoints1.Count - 1
        {
            float MyDistance1 = Vector3.Distance(CicleCenter1, new Vector3(xPoints1[i], yPoints1[i], 0));
            float MyDistance2 = Vector3.Distance(CicleCenter2, new Vector3(xPoints1[i], yPoints1[i], 0));
            if (MyDistance1 > MyDistance2)
            {
                  DeleteIndex1.Add(i);
            }
        }
        for (int i = 0; i < 2 * N + 1; i++)
        {
            float MyDistance1 = Vector3.Distance(CicleCenter1, new Vector3(xPoints2[i], yPoints2[i], 0));
            float MyDistance2 = Vector3.Distance(CicleCenter2, new Vector3(xPoints2[i], yPoints2[i], 0));
            if (MyDistance1 < MyDistance2)
            {
                  DeleteIndex2.Add(i);
            }
        }
#endif

        //删除交点;倒叙删除
        for (int i = DeleteIndex1.Count - 1; i>=0 ; i--)
        {
            xPoints1.RemoveAt(DeleteIndex1[i]);
            yPoints1.RemoveAt(DeleteIndex1[i]);
        }
        for (int i = DeleteIndex2.Count - 1; i >= 0; i--)
        {
            xPoints2.RemoveAt(DeleteIndex2[i]);
            yPoints2.RemoveAt(DeleteIndex2[i]);
        }


    }

    // Update is called once per frame
    void Update () {

#if false
        假设两个圆形,方程分别为 (x + 0.3)2 + y2 = 1 ; ( x - 1 )2 + y2 = 1; 
#endif

        for (int i = 0; i < xPoints1.Count-1; i++)
        {
            if (i == DeleteIndex1[0]-1)
            {  }
            else
            {
                Debug.DrawLine(new Vector3(xPoints1[i], yPoints1[i], Pos_Z),
                         new Vector3(xPoints1[i + 1], yPoints1[i + 1], Pos_Z),Color.red);
            }
           
        }
        for (int i = 0; i < xPoints2.Count-1; i++)
        {
            if (i == DeleteIndex2[0] - 1)
            {  }
            else
            {
                Debug.DrawLine(new Vector3(xPoints2[i], yPoints2[i], Pos_Z),
                      new Vector3(xPoints2[i + 1], yPoints2[i + 1], Pos_Z), Color.red);
            }    
        }
}

主要是判断圆上的点距离两个球心距离,然后判断距离,若距离小于原来的,便删除这个点

实现效果如下:

点合并版本

这里我把融合的形状的点变成一个数组,这样容易编辑和开发。

代码如下:(跟上面的相比,只是加了融合点的代码,修改了Update函数)

    int Pos_Z = 0;
    public int N; //半圆采样点个数

    Vector3 CicleCenter1 = new Vector3(-0.3f, 0, 0);
    Vector3 CicleCenter2 = new Vector3(1f, 0, 0);

    List<List<float>> RoundPoints1 = new List<List<float>>();
    List<float> xPoints1 = new List<float>();
    List<float> yPoints1 = new List<float>();

    List<List<float>> RoundPoints2 = new List<List<float>>();
    List<float> xPoints2 = new List<float>();
    List<float> yPoints2 = new List<float>();

    List<int> DeleteIndex1 = new List<int>();
    List<int> DeleteIndex2 = new List<int>();

    //new points
    List<float> xNewPoints = new List<float>();
    List<float> yNewPoints = new List<float>();

    // Use this for initialization
    void Start () {
        for (int i = 0; i < N; i++)
        {
            float x1 = -1.3f + i * (2f / N);
            float y1 = Mathf.Sqrt(1 - Mathf.Pow(x1 + 0.3f, 2));
            xPoints1.Add(x1);
            yPoints1.Add(y1);
        }
        for (int i = N; i < 2*N+1; i++)
        {
            float x1 = 0.7f - (i-N) * (2f / N);
            float y1 = -Mathf.Sqrt(1 - Mathf.Pow(x1 + 0.3f, 2));
            xPoints1.Add(x1);
            yPoints1.Add(y1);
        }

        for (int i = 0; i < N; i++)
        {
            float x2 = 0 + i * (2f / N);
            float y2 = Mathf.Sqrt(1 - Mathf.Pow(x2 - 1f, 2));
            xPoints2.Add(x2);
            yPoints2.Add(y2);
        }

        for (int i = N; i < 2*N+1; i++)
        {
            float x2 = 2 - (i-N) * (2f / N);
            float y2 = -Mathf.Sqrt(1 - Mathf.Pow(x2 - 1f, 2));
            xPoints2.Add(x2);
            yPoints2.Add(y2);
        }

        RoundPoints1.Add(xPoints1);
        RoundPoints1.Add(yPoints1);

        RoundPoints2.Add(xPoints2);
        RoundPoints2.Add(yPoints2);


#if true  //1
        //一般判断max大小
        for (int i = 0; i < 2 * N + 1; i++)//xPoints1.Count - 1
        {
            float MyDistance1 = Vector3.Distance(CicleCenter1, new Vector3(xPoints1[i], yPoints1[i], 0));
            float MyDistance2 = Vector3.Distance(CicleCenter2, new Vector3(xPoints1[i], yPoints1[i], 0));
            if (MyDistance1 > MyDistance2)
            {
                  DeleteIndex1.Add(i);
            }
        }
        for (int i = 0; i < 2 * N + 1; i++)
        {
            float MyDistance1 = Vector3.Distance(CicleCenter1, new Vector3(xPoints2[i], yPoints2[i], 0));
            float MyDistance2 = Vector3.Distance(CicleCenter2, new Vector3(xPoints2[i], yPoints2[i], 0));
            if (MyDistance1 < MyDistance2)
            {
                  DeleteIndex2.Add(i);
            }
        }
#endif

        //删除交点;倒叙删除
        for (int i = DeleteIndex1.Count - 1; i>=0 ; i--)
        {
            xPoints1.RemoveAt(DeleteIndex1[i]);
            yPoints1.RemoveAt(DeleteIndex1[i]);
        }
        for (int i = DeleteIndex2.Count - 1; i >= 0; i--)
        {
            xPoints2.RemoveAt(DeleteIndex2[i]);
            yPoints2.RemoveAt(DeleteIndex2[i]);
        }

#if true  //点融合代码!!!!

        for (int i = 0; i < DeleteIndex1[0]; i++)
        {
            xNewPoints.Add(xPoints1[i]);
            yNewPoints.Add(yPoints1[i]);
        }
        for (int i = 0; i < xPoints2.Count; i++)
        {
            xNewPoints.Add(xPoints2[i]);
            yNewPoints.Add(yPoints2[i]);
        }
        for (int i = DeleteIndex1[0]; i < xPoints1.Count; i++)
        {
            xNewPoints.Add(xPoints1[i]);
            yNewPoints.Add(yPoints1[i]);
        }

#endif


    }

    // Update is called once per frame
    void Update () {

#if false
        假设两个圆形,方程分别为 (x + 0.3)2 + y2 = 1 ; ( x - 1 )2 + y2 = 1; 
#endif


        for (int i = 0; i < xNewPoints.Count - 1; i++)
        {
            Debug.DrawLine(new Vector3(xNewPoints[i], yNewPoints[i], Pos_Z),
                     new Vector3(xNewPoints[i + 1], yNewPoints[i + 1], Pos_Z), Color.red);
        }

    }

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转载自blog.csdn.net/weixin_42513339/article/details/83212575
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