问题分析:
最近在搞软件底层开发,将一些工具或者底层脚本打成dll导入unity使用,有这样一需求,就是编辑功能,需要像Scene场景一样,实现那种编辑轴
实现方式:
创建Mesh,构建编辑轴,这个地方这么几步:
1.线(轴)
2.圆(旋转线)
3.正方形(轴面)
4.圆锥(轴方向)
具体步骤:
1.创建线Mesh:
代码:
1 /// <summary> 2 /// 创建线Mesh 3 /// </summary> 4 /// <param name="start">线起点</param> 5 /// <param name="end">线终点</param> 6 /// <returns>Mesh对象</returns> 7 private Mesh CreateLineMesh(Vector3 start, Vector3 end) 8 { 9 var vertices = new List<Vector3> { start, end }; 10 var indices = new List<int> { 0, 1 }; 11 12 Mesh mesh = new Mesh(); 13 mesh.SetVertices(vertices); 14 mesh.SetIndices(indices.ToArray(), MeshTopology.Lines, 0); 15 16 return mesh; 17 }
这就创建一条起点为start,终点为end的线,是这样,这里在创建是通过Mesh的拓扑结构MeshTopology实现的,MeshTopology是一个枚举,
使用SetIndices去赋值索引,参数分别是索引数组,选择的拓扑结构,要修改的子网格,还有两种重载自己去查。
2.创建圆Mesh:
代码:
1 /// <summary> 2 /// 创建(旋转)圆圈Mesh 3 /// </summary> 4 /// <param name="radius">圆圈半径</param> 5 /// <returns></returns> 6 private Mesh CreateCircleMesh(float radius) 7 { 8 List<Vector3> vertexList = new List<Vector3>(); 9 List<int> indexList = new List<int>(); 10 for (float i = 0; i < 360.0f; i += 5.0f) 11 { 12 float rad = Mathf.Deg2Rad * i; 13 float cosA = Mathf.Cos(rad); 14 float sinA = Mathf.Sin(rad); 15 vertexList.Add(new Vector3(radius * cosA, radius * sinA, 0)); 16 if (i != 0) 17 { 18 vertexList.Add(new Vector3(radius * cosA, radius * sinA, 0)); 19 } 20 } 21 vertexList.Add(new Vector3(radius * Mathf.Cos(Mathf.Deg2Rad * 0), radius * Mathf.Sin(Mathf.Deg2Rad * 0), 0)); 22 for (int i = 0; i < 144; i++) 23 { 24 indexList.Add(i); 25 } 26 Mesh mesh = new Mesh(); 27 mesh.SetVertices(vertexList); 28 mesh.SetIndices(indexList.ToArray(), MeshTopology.Lines, 0); 29 return mesh; 30 }
代码中144=(360/5)*2(端点相连问题)
当时这里的实现思路我想了三种:
1.使用Mesh,自己创建圆面(俩圆面创建出圆圈)
2.LineRender画圆
3.使用Mesh,创建拓扑结构线画圆圈
说一下我为什么选择最后一种:
首先我选的第一种方式,画出来没问题,但是有一种情况,因为圆是在旋转时用的,旋转线需要旋转,当圆旋转到与你成90度时,你就看不到线了。因为这是一面啊,垂直于你指定接近看不着了。
其次呢,我在想让在任何角度看到他都是一根线一个线圆,所以我想到了LineRender画线,画圆,这次画的很好,实现了想要的效果,但是又出现了问题,就是这都是轴,我需要加碰撞器,我需要拾取处理相应操作,但是我查阅了一下,反正有说可以的,但是我试了一圈不行(我没加上碰撞器,加上有问题,自己踩吧你们),所以最后使用的是拓扑结构线插值出一个圆。我成功了完美实现。
这里加上我的另两种尝试代码:
1 //private LineRenderer line; 2 //private int r = 20; 3 //private int n = 360; 4 ///lineRender画圆 5 //void Start() 6 //{ 7 // line = this.GetComponent<LineRenderer>(); 8 // line.positionCount = 360 + 1; 9 // for (int i = 0; i < n + 1; i++) 10 // { 11 // //划线的话2D坐标就行了,这里我们计算x和z坐标轴上的坐标,而y永远是0 12 // //计算x和z的长度,乘以半径r来得到最终长度 13 // float x = Mathf.Cos((360 * (i + 1) / n) * Mathf.Deg2Rad) * r; 14 // float z = Mathf.Sin((360 * (i + 1) / n) * Mathf.Deg2Rad) * r; 15 // //设置坐标画线 16 // line.SetPosition(i, new Vector3(0, x, z)); 17 // } 18 //}
1 /// <summary> 2 /// 使用Mesh画两个圆面组成的圆环 3 /// </summary> 4 /// <param name="radius"></param> 5 /// <param name="innerradius"></param> 6 /// <param name="angledegree"></param> 7 /// <param name="segments"></param> 8 /// <returns></returns> 9 Mesh CreateMesh(float radius, float innerradius, float angledegree, int segments) 10 { 11 //vertices(顶点): 12 int vertices_count = segments * 2 + 2; //因为vertices(顶点)的个数与triangles(索引三角形顶点数)必须匹配 13 Vector3[] vertices = new Vector3[vertices_count]; 14 float angleRad = Mathf.Deg2Rad * angledegree; 15 float angleCur = angleRad; 16 float angledelta = angleRad / segments; 17 for (int i = 0; i < vertices_count; i += 2) 18 { 19 float cosA = Mathf.Cos(angleCur); 20 float sinA = Mathf.Sin(angleCur); 21 vertices[i] = new Vector3(radius * cosA, 0, radius * sinA); 22 vertices[i + 1] = new Vector3(innerradius * cosA, 0, innerradius * sinA); 23 angleCur -= angledelta; 24 } 25 //triangles: 26 int triangle_count = segments * 6; 27 int[] triangles = new int[triangle_count]; 28 for (int i = 0, vi = 0; i < triangle_count; i += 6, vi += 2) 29 { 30 triangles[i] = vi; 31 triangles[i + 1] = vi + 3; 32 triangles[i + 2] = vi + 1; 33 triangles[i + 3] = vi + 2; 34 triangles[i + 4] = vi + 3; 35 triangles[i + 5] = vi; 36 } 37 //负载属性与mesh 38 Mesh mesh = new Mesh(); 39 mesh.vertices = vertices; 40 mesh.triangles = triangles; 41 //mesh.uv = uvs; 42 mesh.RecalculateNormals(); 43 return mesh; 44 }
3.创建正方形Mesh:
代码:
1 /// <summary> 2 /// 创建正方形面Mesh 3 /// </summary> 4 /// <param name="size">面尺寸</param> 5 /// <returns>Mesh对象</returns> 6 private Mesh CreatePlaneMesh(Vector2 size) 7 { 8 var vertices = new List<Vector3>(); 9 var indices = new List<int>(); 10 11 var x = size.x * 0.5f; 12 var z = size.y * 0.5f; 13 14 vertices.Add(new Vector3(x, 0.0f, z)); 15 vertices.Add(new Vector3(-x, 0.0f, z)); 16 vertices.Add(new Vector3(-x, 0.0f, -z)); 17 vertices.Add(new Vector3(x, 0.0f, -z)); 18 19 indices.Add(0); 20 indices.Add(1); 21 indices.Add(2); 22 indices.Add(0); 23 indices.Add(2); 24 indices.Add(3); 25 26 Mesh mesh = new Mesh(); 27 mesh.SetVertices(vertices); 28 mesh.SetTriangles(indices, 0); 29 mesh.RecalculateNormals(); 30 31 return mesh; 32 }
这个就不说啥了,前面说过创建立方体了。
4.创建圆锥Mesh
代码:
1 /// <summary> 2 /// 创建圆锥Mesh 3 /// </summary> 4 /// <param name="radius">圆锥底面半径</param> 5 /// <param name="height">圆锥高度</param> 6 /// <returns>Mesh对象</returns> 7 private Mesh CreateConeMesh(float radius, float height) 8 { 9 var vertices = new List<Vector3>(); 10 var indices = new List<int>(); 11 12 vertices.Add(Vector3.zero); 13 vertices.Add(Vector3.up * height); 14 15 var temp = new List<Vector3>(); 16 //底圆面 17 for (var i = 0.0f; i < 360.0f; i += 30) 18 { 19 var rad = Mathf.Deg2Rad * i; 20 var x = radius * Mathf.Cos(rad); 21 var z = radius * Mathf.Sin(rad); 22 23 temp.Add(new Vector3(x, 0.0f, z)); 24 } 25 26 vertices.AddRange(temp); 27 vertices.AddRange(temp); 28 29 for (var i = 2; i <= 13; i++) 30 { 31 indices.Add(i); 32 if (i < 13) 33 { 34 indices.Add(i + 1); 35 } 36 else 37 { 38 indices.Add(2); 39 } 40 indices.Add(0); 41 } 42 43 for (var i = 14; i <= 25; i++) 44 { 45 indices.Add(i); 46 indices.Add(1); 47 if (i < 25) 48 { 49 indices.Add(i + 1); 50 } 51 else 52 { 53 indices.Add(14); 54 } 55 } 56 57 Mesh mesh = new Mesh(); 58 mesh.SetVertices(vertices); 59 mesh.SetTriangles(indices, 0); 60 mesh.RecalculateNormals(); 61 62 return mesh; 63 }
到这就需要的编辑轴物件都创建完成了。
效果图:
原文地址:https://www.cnblogs.com/answer-yj/p/11473947.html