Unity3D中動態建立編輯軸(點,線,圓,圓錐)

問題分析:

最近在搞軟件底層開發,將一些工具或者底層腳本打成dll導入unity使用,有這樣一需求,就是編輯功能,須要像Scene場景同樣,實現那種編輯軸數組

實現方式:

建立Mesh,構建編輯軸,這個地方這麼幾步:ide

1.線(軸)工具

2.圓(旋轉線)this

3.正方形(軸面)spa

4.圓錐(軸方向)code

具體步驟:

1.建立線Mesh:

代碼:orm

 1   /// <summary>
 2         /// 建立線Mesh
 3         /// </summary>
 4         /// <param name="start">線起點</param>
 5         /// <param name="end">線終點</param>
 6         /// <returns>Mesh對象</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         }

這就建立一條起點爲start,終點爲end的線,是這樣,這裏在建立是經過Mesh的拓撲結構MeshTopology實現的,MeshTopology是一個枚舉,對象

使用SetIndices去賦值索引,參數分別是索引數組,選擇的拓撲結構,要修改的子網格,還有兩種重載本身去查。blog

2.建立圓Mesh:

代碼:索引

 1         /// <summary>
 2         /// 建立(旋轉)圓圈Mesh
 3         /// </summary>
 4         /// <param name="radius">圓圈半徑</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         }

代碼中144=(360/5)*2(端點相連問題)

當時這裏的實現思路我想了三種:

1.使用Mesh,本身建立圓面(倆圓面建立出圓圈)

2.LineRender畫圓

3.使用Mesh,建立拓撲結構線畫圓圈
說一下我爲何選擇最後一種:
首先我選的第一種方式,畫出來沒問題,可是有一種狀況,由於圓是在旋轉時用的,旋轉線須要旋轉,當圓旋轉到與你成90度時,你就看不到線了。由於這是一面啊,垂直於你指定接近看不着了。
其次呢,我在想讓在任何角度看到他都是一根線一個線圓,因此我想到了LineRender畫線,畫圓,此次畫的很好,實現了想要的效果,可是又出現了問題,就是這都是軸,我須要加碰撞器,我須要拾取處理相應操做,可是我查閱了一下,反正有說能夠的,可是我試了一圈不行(我沒加上碰撞器,加上有問題,本身踩吧大家),因此最後使用的是拓撲結構線插值出一個圓。我成功了完美實現。
這裏加上個人另兩種嘗試代碼:
 1     //private LineRenderer line;
 2     //private int r = 20;
 3     //private int n = 360;
 4     ///lineRender畫圓
 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     //        //劃線的話2D座標就好了,這裏咱們計算x和z座標軸上的座標,而y永遠是0
12     //        //計算x和z的長度,乘以半徑r來獲得最終長度
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     //        //設置座標畫線
16     //        line.SetPosition(i, new Vector3(0, x, z));
17     //    }
18     //}
View Code
 1   /// <summary>
 2     /// 使用Mesh畫兩個圓面組成的圓環 
 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(頂點):
12         int vertices_count = segments * 2 + 2;              //由於vertices(頂點)的個數與triangles(索引三角形頂點數)必須匹配
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         //負載屬性與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     }
View Code

3.建立正方形Mesh:

代碼:

 1  /// <summary>
 2         /// 建立正方形面Mesh
 3         /// </summary>
 4         /// <param name="size">面尺寸</param>
 5         /// <returns>Mesh對象</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         }

這個就不說啥了,前面說過建立立方體了。

4.建立圓錐Mesh

代碼:
 1 /// <summary>
 2     /// 建立圓錐Mesh
 3     /// </summary>
 4     /// <param name="radius">圓錐底面半徑</param>
 5     /// <param name="height">圓錐高度</param>
 6     /// <returns>Mesh對象</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         //底圓面
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     }

到這就須要的編輯軸物件都建立完成了。

效果圖:

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