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,需要像Scene場景一樣,實現那種編輯軸
實現方式:
創建Mesh,構建編輯軸,這個地方這么幾步:
1.線(軸)
2.圓(旋轉線)
3.正方形(軸面)
4.圓錐(軸方向)
具體步驟:
1.創建線Mesh:
代碼:
/// <summary>
/// 創建線Mesh
/// </summary>
/// <param name="start">線起點</param>
/// <param name="end">線終點</param>
/// <returns>Mesh對象</returns>
private Mesh CreateLineMesh(Vector3 start, Vector3 end)
{
var vertices = new List<Vector3> { start, end };
var indices = new List<int> { 0, 1 };
Mesh mesh = new Mesh();
mesh.SetVertices(vertices);
mesh.SetIndices(indices.ToArray(), MeshTopology.Lines, 0);
return mesh;
}
這就創建一條起點為start,終點為end的線,是這樣,這里在創建是通過Mesh的拓撲結構MeshTopology實現的,MeshTopology是一個枚舉,
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,還有兩種重載自己去查。
2.創建圓Mesh:
代碼:
/// <summary>
/// 創建(旋轉)圓圈Mesh
/// </summary>
/// <param name="radius">圓圈半徑</param>
/// <returns></returns>
private Mesh CreateCircleMesh(float radius)
{
List<Vector3> vertexList = new List<Vector3>();
List<int> indexList = new List<int>();
for (float i = 0; i < 360.0f; i += 5.0f)
{
float rad = Mathf.Deg2Rad * i;
float cosA = Mathf.Cos(rad);
float sinA = Mathf.Sin(rad);
vertexList.Add(new Vector3(radius * cosA, radius * sinA, 0));
if (i != 0)
{
vertexList.Add(new Vector3(radius * cosA, radius * sinA, 0));
}
}
vertexList.Add(new Vector3(radius * Mathf.Cos(Mathf.Deg2Rad * 0), radius * Mathf.Sin(Mathf.Deg2Rad * 0), 0));
for (int i = 0; i < 144; i++)
{
indexList.Add(i);
}
Mesh mesh = new Mesh();
mesh.SetVertices(vertexList);
mesh.SetIndices(indexList.ToArray(), MeshTopology.Lines, 0);
return mesh;
}
代碼中144=(360/5)*2(端點相連問題)
當時這里的實現思路我想了三種:
1.使用Mesh,自己創建圓面(倆圓面創建出圓圈)
2.LineRender畫圓
3.使用Mesh,創建拓撲結構線畫圓圈
說一下我為什么選擇最后一種:
首先我選的第一種方式,畫出來沒問題,但是有一種情況,因為圓是在旋轉時用的,旋轉線需要旋轉,當圓旋轉到與你成90度時,你就看不到線了。因為這是一面啊,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,所以我想到了LineRender畫線,畫圓,這次畫的很好,實現了想要的效果,但是又出現了問題,就是這都是軸,我需要加碰撞器,我需要拾取處理相應操作,但是我查閱了一下,反正有說可以的,但是我試了一圈不行(我沒加上碰撞器,加上有問題,自己踩吧你們),所以最后使用的是拓撲結構線插值出一個圓。我成功了完美實現。
這里加上我的另兩種嘗試代碼:
//private LineRenderer line;
//private int r = 20;
//private int n = 360;
///lineRender畫圓
//void Start()
//{
// line = this.GetComponent<LineRenderer>();
// line.positionCount = 360 + 1;
// for (int i = 0; i < n + 1; i++)
// {
// //划線的話2D坐標就行了,這里我們計算x和z坐標軸上的坐標,而y永遠是0
// //計算x和z的長度,乘以半徑r來得到最終長度
// float x = Mathf.Cos((360 * (i + 1) / n) * Mathf.Deg2Rad) * r;
// float z = Mathf.Sin((360 * (i + 1) / n) * Mathf.Deg2Rad) * r;
// //設置坐標畫線
// line.SetPosition(i, new Vector3(0, x, z));
// }
//}
/// <summary>
/// 使用Mesh畫兩個圓面組成的圓環
/// </summary>
/// <param name="radius"></param>
/// <param name="innerradius"></param>
/// <param name="angledegree"></param>
/// <param name="segments"></param>
/// <returns></returns>
Mesh CreateMesh(float radius, float innerradius, float angledegree, int segments)
{
//vertices(頂點):
int vertices_count = segments * 2 + 2; //因為vertices(頂點)的個數與triangles(索引三角形頂點數)必須匹配
Vector3[] vertices = new Vector3[vertices_count];
float angleRad = Mathf.Deg2Rad * angledegree;
float angleCur = angleRad;
float angledelta = angleRad / segments;
for (int i = 0; i < vertices_count; i += 2)
{
float cosA = Mathf.Cos(angleCur);
float sinA = Mathf.Sin(angleCur);
vertices[i] = new Vector3(radius * cosA, 0, radius * sinA);
vertices[i + 1] = new Vector3(innerradius * cosA, 0, innerradius * sinA);
angleCur -= angledelta;
}
//triangles:
int triangle_count = segments * 6;
int[] triangles = new int[triangle_count];
for (int i = 0, vi = 0; i < triangle_count; i += 6, vi += 2)
{
triangles[i] = vi;
triangles[i + 1] = vi + 3;
triangles[i + 2] = vi + 1;
triangles[i + 3] = vi + 2;
triangles[i + 4] = vi + 3;
triangles[i + 5] = vi;
}
//負載屬性與mesh
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
//mesh.uv = uvs;
mesh.RecalculateNormals();
return mesh;
}
3.創建正方形Mesh:
代碼:
/// <summary>
/// 創建正方形面Mesh
/// </summary>
/// <param name="size">面尺寸</param>
/// <returns>Mesh對象</returns>
private Mesh CreatePlaneMesh(Vector2 size)
{
var vertices = new List<Vector3>();
var indices = new List<int>();
var x = size.x * 0.5f;
var z = size.y * 0.5f;
vertices.Add(new Vector3(x, 0.0f, z));
vertices.Add(new Vector3(-x, 0.0f, z));
vertices.Add(new Vector3(-x, 0.0f, -z));
vertices.Add(new Vector3(x, 0.0f, -z));
indices.Add(0);
indices.Add(1);
indices.Add(2);
indices.Add(0);
indices.Add(2);
indices.Add(3);
Mesh mesh = new Mesh();
mesh.SetVertices(vertices);
mesh.SetTriangles(indices, 0);
mesh.RecalculateNormals();
return mesh;
}
這個就不說啥了,前面說過創建立方體了。
4.創建圓錐Mesh
代碼:
/// <summary>
/// 創建圓錐Mesh
/// </summary>
/// <param name="radius">圓錐底面半徑</param>
/// <param name="height">圓錐高度</param>
/// <returns>Mesh對象</returns>
private Mesh CreateConeMesh(float radius, float height)
{
var vertices = new List<Vector3>();
var indices = new List<int>();
vertices.Add(Vector3.zero);
vertices.Add(Vector3.up * height);
var temp = new List<Vector3>();
//底圓面
for (var i = 0.0f; i < 360.0f; i += 30)
{
var rad = Mathf.Deg2Rad * i;
var x = radius * Mathf.Cos(rad);
var z = radius * Mathf.Sin(rad);
temp.Add(new Vector3(x, 0.0f, z));
}
vertices.AddRange(temp);
vertices.AddRange(temp);
for (var i = 2; i <= 13; i++)
{
indices.Add(i);
if (i < 13)
{
indices.Add(i + 1);
}
else
{
indices.Add(2);
}
indices.Add(0);
}
for (var i = 14; i <= 25; i++)
{
indices.Add(i);
indices.Add(1);
if (i < 25)
{
indices.Add(i + 1);
}
else
{
indices.Add(14);
}
}
Mesh mesh = new Mesh();
mesh.SetVertices(vertices);
mesh.SetTriangles(indices, 0);
mesh.RecalculateNormals();
return mesh;
}
到這就需要的編輯軸物件都創建完成了。
效果圖:

