我使用以下代码创建贝塞尔曲线。通过在场景视图中移动单击,可以扩展曲线以连接多个贝塞尔曲线。我的代码具有使整个曲线连续或不连续的功能。我意识到我需要使各个点(特别是锚点)具有此功能。
我认为最理想的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),因为这可以用于添加可能特定于点的其他属性。怎么办呢?
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;
}
}
PathCreator
public class PathCreator : MonoBehaviour {
[HideInInspector]
public Path path;
public void CreatePath()
{
path = new Path(transform.position);
}
}
PathEditor
[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;
}
}
答案 0 :(得分:8)
我认为您的想法很好:您可以编写两个名为ControlPoint
和HandlePoint
的类(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。对于连续性,您必须断言一个段的p3
等于下一个段的p0
。
HandlePoint
可能代表每条曲线的p1
和p2
- 这些曲线是曲线的切线并提供方向和倾斜度。对于平滑,您必须断言一个段的(p3 - p2).normalized
等于下一个段的(p1 - p0).normalized
。 (如果你想要 symetric smoothness ,一个的p3 - p2
必须等于另一个的p1 - p0
。)
提示#1 :在分配或比较每个细分的点时,始终考虑矩阵变换。我建议你在执行操作之前将任何点转换为全局空间。
提示#2 :考虑在细分中的点之间应用约束,因此当您移动曲线的p0
或p3
时,p1
或p2
相应地移动相同的数量(就像任何图形编辑软件在bezier曲线上所做的那样)。
我做了一个想法的示例实现。实际上,在开始编码后,我意识到只有一个类ControlPoint
(而不是两个)将完成这项工作。 ControlPoint
有2个切线。所需的行为由字段smooth
控制,可以为每个点设置。
<强> ControlPoint.cs 强>
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PropertyDrawer
类编写了自定义ControlPoint
,因此可以在检查器上更好地显示。这只是一个天真的实现。你可以非常好地改进它。
<强> ControlPointDrawer.cs 强>
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;
}
}
我遵循了您的解决方案的相同架构,但需要进行必要的调整以适应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,因此组件或父项上的变换反映在曲线中。
<强> Path.cs 强>
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
几乎是一回事。
<强> PathCreator.cs 强>
using UnityEngine;
public class PathCreator : MonoBehaviour
{
public Path path;
public Path CreatePath()
{
return path = new Path(Vector2.zero);
}
void Reset()
{
CreatePath();
}
}
最后,所有的魔力都发生在PathCreatorEditor
。这里有两条评论:
1)我将线条的绘制移动到自定义DrawGizmo
静态函数,因此即使对象不是Active
(即在检查器中显示),您也可以拥有线条甚至可以如果你愿意,可以选择它。我不知道你是否想要这种行为,但你很容易还原;
2)注意课程上的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。那边还有PivotRotation
的详细信息。
<强> PathCreatorEditor.cs 强>
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,以防您想要关闭曲线,并添加了一个天真的功能,以便在场景中按Ctrl+click
删除点。
总而言之,这只是基本的东西,但你可以按照你想要的那样先进。此外,您可以将ControlPoint类与其他组件一起重用,例如Catmull-Rom样条曲线,几何形状,其他参数函数......
答案 1 :(得分:3)
你帖子中的基本问题是:'对贝塞尔曲线的点有一个单独的类是不是一个好主意?'
由于曲线将由这些点组成,并且这些点不仅仅是两个坐标imo ,因此肯定是个好主意。
但是,像往常一样,在做类设计的时候,让我们收集一些用例,即一个点将被用于的东西或我们期望做的事情......:
除了纯粹的位置,一个点,即一个'锚点'应该有更多的属性和能力/方法......:
它有控制点;这些与点相关的有时并不完全相同。看看Unity文档,我们看到Handles.DrawLine
看到了两点和它们的“内部”控制点。来自GDI + GraphicsPath
我看到了一系列点,在1个锚点和2个控制点之间进行了对齐。 Imo,这使得将两个控制点视为锚点属性的情况更加强烈。由于两者都必须是可移动的,因此它们可能具有共同的祖先或被连接到movecontroller
类;但我相信你最了解如何在Unity中做到这一点..
问题真正开始的属性类似于bool IsContinuous
。当true
我们需要结合
bool IsLocked
,以防止移动它bool IsProtected
,以防止在缩小/简化曲线时将其删除。 (对于构造曲线几乎不需要,但对于自由手绘图或使用鼠标进行跟踪的曲线非常需要)有些用例显然主要涉及曲线,但有些则没有;有些对两者都有用。
所以,显然我们有很多很好的理由来创建一个聪明的ÀnchPoint`类..
((我有点束缚,但仍计划为GraphicsPath bezier曲线编写我自己的编辑器。如果发生这种情况,我会用我学到的东西更新帖子,包括我提出的课程设计..))