我正在使用以下代码创建贝塞尔曲线。通过在场景 View 中按住 Shift 单击,可以扩展曲线以连接多条贝塞尔曲线。我的代码具有使整个曲线连续或不连续的功能。我意识到我需要让各个点(特别是 anchor )具有此功能。
我认为解决此问题的最理想方法是为具有此功能的点创建一个新类(使点连续或不连续),因为这可用于添加可能特定于点的其他属性。如何做到这一点?
路径
[System.Serializable]
public class Path {
[SerializeField, HideInInspector]
List<Vector2> points;
[SerializeField, HideInInspector]
public bool isContinuous;
public Path(Vector2 centre)
{
points = new List<Vector2>
{
centre+Vector2.left,
centre+(Vector2.left+Vector2.up)*.5f,
centre + (Vector2.right+Vector2.down)*.5f,
centre + Vector2.right
};
}
public Vector2 this[int i]
{
get
{
return points[i];
}
}
public int NumPoints
{
get
{
return points.Count;
}
}
public int NumSegments
{
get
{
return (points.Count - 4) / 3 + 1;
}
}
public void AddSegment(Vector2 anchorPos)
{
points.Add(points[points.Count - 1] * 2 - points[points.Count - 2]);
points.Add((points[points.Count - 1] + anchorPos) * .5f);
points.Add(anchorPos);
}
public Vector2[] GetPointsInSegment(int i)
{
return new Vector2[] { points[i * 3], points[i * 3 + 1], points[i * 3 + 2], points[i * 3 + 3] };
}
public void MovePoint(int i, Vector2 pos)
{
if (isContinuous)
{
Vector2 deltaMove = pos - points[i];
points[i] = pos;
if (i % 3 == 0)
{
if (i + 1 < points.Count)
{
points[i + 1] += deltaMove;
}
if (i - 1 >= 0)
{
points[i - 1] += deltaMove;
}
}
else
{
bool nextPointIsAnchor = (i + 1) % 3 == 0;
int correspondingControlIndex = (nextPointIsAnchor) ? i + 2 : i - 2;
int anchorIndex = (nextPointIsAnchor) ? i + 1 : i - 1;
if (correspondingControlIndex >= 0 && correspondingControlIndex < points.Count)
{
float dst = (points[anchorIndex] - points[correspondingControlIndex]).magnitude;
Vector2 dir = (points[anchorIndex] - pos).normalized;
points[correspondingControlIndex] = points[anchorIndex] + dir * dst;
}
}
}
}
else {
points[i] = pos;
}
}
路径创建器
public class PathCreator : MonoBehaviour {
[HideInInspector]
public Path path;
public void CreatePath()
{
path = new Path(transform.position);
}
}
路径编辑器
[CustomEditor(typeof(PathCreator))]
public class PathEditor : Editor {
PathCreator creator;
Path path;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUI.BeginChangeCheck();
bool continuousControlPoints = GUILayout.Toggle(path.isContinuous, "Set Continuous Control Points");
if (continuousControlPoints != path.isContinuous)
{
Undo.RecordObject(creator, "Toggle set continuous controls");
path.isContinuous = continuousControlPoints;
}
if (EditorGUI.EndChangeCheck())
{
SceneView.RepaintAll();
}
}
void OnSceneGUI()
{
Input();
Draw();
}
void Input()
{
Event guiEvent = Event.current;
Vector2 mousePos = HandleUtility.GUIPointToWorldRay(guiEvent.mousePosition).origin;
if (guiEvent.type == EventType.MouseDown && guiEvent.button == 0 && guiEvent.shift)
{
Undo.RecordObject(creator, "Add segment");
path.AddSegment(mousePos);
}
}
void Draw()
{
for (int i = 0; i < path.NumSegments; i++)
{
Vector2[] points = path.GetPointsInSegment(i);
Handles.color = Color.black;
Handles.DrawLine(points[1], points[0]);
Handles.DrawLine(points[2], points[3]);
Handles.DrawBezier(points[0], points[3], points[1], points[2], Color.green, null, 2);
}
Handles.color = Color.red;
for (int i = 0; i < path.NumPoints; i++)
{
Vector2 newPos = Handles.FreeMoveHandle(path[i], Quaternion.identity, .1f, Vector2.zero, Handles.CylinderHandleCap);
if (path[i] != newPos)
{
Undo.RecordObject(creator, "Move point");
path.MovePoint(i, newPos);
}
}
}
void OnEnable()
{
creator = (PathCreator)target;
if (creator.path == null)
{
creator.CreatePath();
}
path = creator.path;
}
}
最佳答案
我认为您的想法很好:您可以编写两个类,分别命名为ControlPoint
和HandlePoint
(使它们可序列化)。
ControlPoint
可能代表每条曲线的 p0
和 p3
- 路径确实经过的点。为了连续性,您必须断言一个片段的p3
等于下一个片段的p0
。
HandlePoint
可以代表每条曲线的 p1
和 p2
- 曲线的切点并提供方向和倾斜度。对于平滑度,您必须断言一个片段的(p3 - p2).normalized
等于下一个片段的(p1 - p0).normalized
部分。 (如果您想要对称平滑度,其中一个的p3 - p2
必须等于另一个的p1 - p0
。)
提示 #1:在分配或比较每个线段的点时始终考虑矩阵变换。我建议您在执行操作之前将任何点转换为全局空间。
提示 #2:考虑在线段内的点之间应用约束,因此当您围绕曲线的 p0
或 p3
移动时, p1
或 p2
分别相应地移动相同的量(就像任何图形编辑器软件在贝塞尔曲线上所做的一样)。
编辑 -> 代码提供
我做了一个想法的示例实现。实际上,在开始编码之后,我意识到只需一个类 ControlPoint
(而不是两个)就可以完成这项工作。 ControlPoint
有 2 条切线。所需的行为由字段 smooth
控制,可以为每个点设置。
ControlPoint.cs
using System;
using UnityEngine;
[Serializable]
public class ControlPoint
{
[SerializeField] Vector2 _position;
[SerializeField] bool _smooth;
[SerializeField] Vector2 _tangentBack;
[SerializeField] Vector2 _tangentFront;
public Vector2 position
{
get { return _position; }
set { _position = value; }
}
public bool smooth
{
get { return _smooth; }
set { if (_smooth = value) _tangentBack = -_tangentFront; }
}
public Vector2 tangentBack
{
get { return _tangentBack; }
set
{
_tangentBack = value;
if (_smooth) _tangentFront = _tangentFront.magnitude * -value.normalized;
}
}
public Vector2 tangentFront
{
get { return _tangentFront; }
set
{
_tangentFront = value;
if (_smooth) _tangentBack = _tangentBack.magnitude * -value.normalized;
}
}
public ControlPoint(Vector2 position, bool smooth = true)
{
this._position = position;
this._smooth = smooth;
this._tangentBack = -Vector2.one;
this._tangentFront = Vector2.one;
}
}
我还为 ControlPoint
类编写了自定义 PropertyDrawer
,因此它可以更好地显示在检查器上。这只是一个天真的实现。您可以大大改进它。
ControlPointDrawer.cs
using UnityEngine;
using UnityEditor;
[CustomPropertyDrawer(typeof(ControlPoint))]
public class ControlPointDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
EditorGUI.BeginProperty(position, label, property);
int indent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0; //-= 1;
var propPos = new Rect(position.x, position.y, position.x + 18, position.height);
var prop = property.FindPropertyRelative("_smooth");
EditorGUI.PropertyField(propPos, prop, GUIContent.none);
propPos = new Rect(position.x + 20, position.y, position.width - 20, position.height);
prop = property.FindPropertyRelative("_position");
EditorGUI.PropertyField(propPos, prop, GUIContent.none);
EditorGUI.indentLevel = indent;
EditorGUI.EndProperty();
}
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
return EditorGUIUtility.singleLineHeight;
}
}
我遵循了与您的解决方案相同的架构,但进行了必要的调整以适应 ControlPoint
类,以及其他修复/更改。例如,我将所有点值存储在局部坐标中,因此组件或父级上的变换反射(reflect)在曲线中。
路径.cs
using System;
using UnityEngine;
using System.Collections.Generic;
[Serializable]
public class Path
{
[SerializeField] List<ControlPoint> _points;
[SerializeField] bool _loop = false;
public Path(Vector2 position)
{
_points = new List<ControlPoint>
{
new ControlPoint(position),
new ControlPoint(position + Vector2.right)
};
}
public bool loop { get { return _loop; } set { _loop = value; } }
public ControlPoint this[int i] { get { return _points[(_loop && i == _points.Count) ? 0 : i]; } }
public int NumPoints { get { return _points.Count; } }
public int NumSegments { get { return _points.Count - (_loop ? 0 : 1); } }
public ControlPoint InsertPoint(int i, Vector2 position, bool smooth)
{
_points.Insert(i, new ControlPoint(position, smooth));
return this[i];
}
public ControlPoint RemovePoint(int i)
{
var item = this[i];
_points.RemoveAt(i);
return item;
}
public Vector2[] GetBezierPointsInSegment(int i)
{
var pointBack = this[i];
var pointFront = this[i + 1];
return new Vector2[4]
{
pointBack.position,
pointBack.position + pointBack.tangentFront,
pointFront.position + pointFront.tangentBack,
pointFront.position
};
}
public ControlPoint MovePoint(int i, Vector2 position)
{
this[i].position = position;
return this[i];
}
public ControlPoint MoveTangentBack(int i, Vector2 position)
{
this[i].tangentBack = position;
return this[i];
}
public ControlPoint MoveTangentFront(int i, Vector2 position)
{
this[i].tangentFront = position;
return this[i];
}
}
PathEditor
几乎是同一回事。
PathCreator.cs
using UnityEngine;
public class PathCreator : MonoBehaviour
{
public Path path;
public Path CreatePath()
{
return path = new Path(Vector2.zero);
}
void Reset()
{
CreatePath();
}
}
最后,所有的魔法都发生在 PathCreatorEditor
中。这里有两条评论:
1) 我将线条的绘制移动到自定义的 DrawGizmo
静态函数中,这样即使对象不是 Active
(即显示在检查员)如果你愿意,你甚至可以让它变得可拾取。我不知道您是否想要这种行为,但您可以轻松恢复;
2) 注意类上的 Handles.matrix = creator.transform.localToWorldMatrix
行。它会自动将点的比例和旋转转换为世界坐标。那里也有关于 PivotRotation
的详细信息。
PathCreatorEditor.cs
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(PathCreator))]
public class PathCreatorEditor : Editor
{
PathCreator creator;
Path path;
SerializedProperty property;
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(property, true);
if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties();
}
void OnSceneGUI()
{
Input();
Draw();
}
void Input()
{
Event guiEvent = Event.current;
Vector2 mousePos = HandleUtility.GUIPointToWorldRay(guiEvent.mousePosition).origin;
mousePos = creator.transform.InverseTransformPoint(mousePos);
if (guiEvent.type == EventType.MouseDown && guiEvent.button == 0 && guiEvent.shift)
{
Undo.RecordObject(creator, "Insert point");
path.InsertPoint(path.NumPoints, mousePos, false);
}
else if (guiEvent.type == EventType.MouseDown && guiEvent.button == 0 && guiEvent.control)
{
for (int i = 0; i < path.NumPoints; i++)
{
if (Vector2.Distance(mousePos, path[i].position) <= .25f)
{
Undo.RecordObject(creator, "Remove point");
path.RemovePoint(i);
break;
}
}
}
}
void Draw()
{
Handles.matrix = creator.transform.localToWorldMatrix;
var rot = Tools.pivotRotation == PivotRotation.Local ? creator.transform.rotation : Quaternion.identity;
var snap = Vector2.zero;
Handles.CapFunction cap = Handles.CylinderHandleCap;
for (int i = 0; i < path.NumPoints; i++)
{
var pos = path[i].position;
var size = .1f;
Handles.color = Color.red;
Vector2 newPos = Handles.FreeMoveHandle(pos, rot, size, snap, cap);
if (pos != newPos)
{
Undo.RecordObject(creator, "Move point position");
path.MovePoint(i, newPos);
}
pos = newPos;
if (path.loop || i != 0)
{
var tanBack = pos + path[i].tangentBack;
Handles.color = Color.black;
Handles.DrawLine(pos, tanBack);
Handles.color = Color.red;
Vector2 newTanBack = Handles.FreeMoveHandle(tanBack, rot, size, snap, cap);
if (tanBack != newTanBack)
{
Undo.RecordObject(creator, "Move point tangent");
path.MoveTangentBack(i, newTanBack - pos);
}
}
if (path.loop || i != path.NumPoints - 1)
{
var tanFront = pos + path[i].tangentFront;
Handles.color = Color.black;
Handles.DrawLine(pos, tanFront);
Handles.color = Color.red;
Vector2 newTanFront = Handles.FreeMoveHandle(tanFront, rot, size, snap, cap);
if (tanFront != newTanFront)
{
Undo.RecordObject(creator, "Move point tangent");
path.MoveTangentFront(i, newTanFront - pos);
}
}
}
}
[DrawGizmo(GizmoType.Selected | GizmoType.NonSelected)]
static void DrawGizmo(PathCreator creator, GizmoType gizmoType)
{
Handles.matrix = creator.transform.localToWorldMatrix;
var path = creator.path;
for (int i = 0; i < path.NumSegments; i++)
{
Vector2[] points = path.GetBezierPointsInSegment(i);
Handles.DrawBezier(points[0], points[3], points[1], points[2], Color.green, null, 2);
}
}
void OnEnable()
{
creator = (PathCreator)target;
path = creator.path ?? creator.CreatePath();
property = serializedObject.FindProperty("path");
}
}
此外,我添加了一个 loop
字段以防您希望曲线闭合,并且我添加了一个简单的功能以通过 Ctrl+click
在场景中删除点.
总而言之,这只是基本的东西,但您可以根据需要进行高级操作。此外,您可以将 ControlPoint 类与其他组件重用,例如 Catmull-Rom 样条、几何形状、其他参数函数...
关于c# - 如何使贝塞尔曲线的单个 anchor 连续或不连续,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50788120/