6

这是如何使贝塞尔曲线的各个锚点连续或不连续的后续问题。请参阅它以获取已接受答案中的相关代码(请注意,我这样做是为了保持这个问题的清洁,因为相关代码很长)。

我正在努力实现以下目标:

  1. 使贝塞尔曲线手柄/控制点可选择,以便单个手柄的属性(例如连续性)在选中时显示在检查器窗口中。请注意,我希望在不为手柄/控制点创建游戏对象的情况下完成此操作

  2. 保留处理每个点的移动的单一方法,而不是为每个点的移动使用单独的方法。

4

2 回答 2

3

我迟到了吗?

使贝塞尔曲线手柄/控制点可选择,以便单个手柄的属性(例如连续性)在选中时显示在检查器窗口中。请注意,我希望在不为手柄/控制点创建游戏对象的情况下完成此操作

我一般喜欢@jour 的解决方案,除了一件事:Handles.Button您必须单击一个点来选择它,然后单击并拖动以移动控制点。

我提出了一种不同的方法。使用相同的Handles.FreeMoveHandle,但有一个变量来记住最后点击的句柄的 id,所以我可以识别它。

通常,内置的 Handle 不会为您提供比其设计用途更多的信息。FreeMoveHandle,例如,返回其翻译的增量,仅此而已。问题是:你想捕捉一个简单的点击,但如果你只是点击而不拖动,返回值是Vector3.zero,它就像你根本没有点击一样。

好消息:在任何 Handle 的重载中,有一些调用带有一个名为的参数controlID- 它是每个可交互 GUI 对象的标识符。如果你抑制它,引擎会选择一个,你永远不知道是什么。但是,如果您传递一个 int,则该值将是句柄的 id。但是,如果我通过一个 int 并且它碰巧与我看不到的任何其他 id 冲突?好吧,你可以打电话GUIUtility.GetControlID来获得一个安全的身份证。

然后,它是直截了当的。如果 Handle 的 id 与EditorGUIUtility.hotControl(即,被单击或具有键盘焦点的控件)相同,则我保存该点的索引selectedControlPointId并使用它在 Inspector 中显示自定义属性。

保留处理每个点的移动的单一方法,而不是为每个点的移动使用单独的方法。

嗯...这里成为争议。如果我理解正确,您需要一个代码来绘制节点和切线。问题是:这两件事本质上是不同的。当然,如果你保持简单明了,它们就是场景中的机器人可移动点。但是,当您引入诸如约束(连续性或smooth)和选择之类的东西时,它们就变成了不同的野兽,具有不同的逻辑。即使您想制作ControlPoint一个struct(就像我现在所做的那样)并将其作为一个整体传递,您仍然需要指出您要更新的组件,因此约束将适用于其他组件 - 您将始终需要一个"master" 字段以避免循环更新(您更改tangentBack,然后tangentFront更新,触发tangentBack再次更新等等)。

这就是为什么,即使我以某种方式重新组织了ControlPoint方法并使其成为 a struct,我也无法创建一个逻辑来绘制节点和切线。


这里有一些代码。我从上一个问题的答案中的代码重新开始。

控制点.cs

using System;
using UnityEngine;

[Serializable]
public struct ControlPoint
{
  public Vector2 position;
  public Vector2 tangentBack;
  public Vector2 tangentFront;
  public bool smooth;

  static public ControlPoint MovePosition(ControlPoint pt, Vector2 newPos)
  {
    var newPt = pt;
    newPt.position = newPos;
    return newPt;
  }

  static public ControlPoint MoveTangentBack(ControlPoint pt, Vector2 newTanBack)
  {
    var newPt = pt;
    newPt.tangentBack = newTanBack;
    if (pt.smooth) newPt.tangentFront = pt.tangentFront.magnitude * -newTanBack.normalized;
    return newPt;
  }
  static public ControlPoint MoveTangentFront(ControlPoint pt, Vector2 newTanFront)
  {
    var newPt = pt;
    newPt.tangentFront = newTanFront;
    if (pt.smooth) newPt.tangentBack = pt.tangentBack.magnitude * -newTanFront.normalized;
    return newPt;
  }

  static public ControlPoint WithSmooth(ControlPoint pt, bool smooth)
  {
    var newPt = pt;
    if (smooth != pt.smooth) newPt.tangentBack = -pt.tangentFront;
    return newPt;

  }

  public ControlPoint(Vector2 position, Vector2 tanBack, Vector2 tanFront, bool smooth = false)
  {
    this.position = position;
    this.tangentBack = tanBack;
    this.tangentFront = tanFront;
    this.smooth = smooth;
  }
}

我删除ControlPointDrawer了 ,因此您添加的其他属性不会隐藏在检查器中。

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, -Vector2.one, Vector2.one),
      new ControlPoint(position + Vector2.right, -Vector2.one, Vector2.one)
    };
  }

  public bool loop { get { return _loop; } set { _loop = value; } }

  public ControlPoint this[int i]
  {
    get { return _points[(_loop && i == _points.Count) ? 0 : i]; }
    set { _points[(_loop && i == _points.Count) ? 0 : i] = value; }
  }

  public int NumPoints { get { return _points.Count; } }

  public int NumSegments { get { return _points.Count - (_loop ? 0 : 1); } }

  public ControlPoint InsertPoint(int i, Vector2 position)
  {
    _points.Insert(i, new ControlPoint(position, -Vector2.one, Vector2.one));
    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] = ControlPoint.MovePosition(this[i], position);
    return this[i];
  }

  public ControlPoint MoveTangentBack(int i, Vector2 position)
  {
    this[i] = ControlPoint.MoveTangentBack(this[i], position);
    return this[i];
  }

  public ControlPoint MoveTangentFront(int i, Vector2 position)
  {
    this[i] = ControlPoint.MoveTangentFront(this[i], position);
    return this[i];
  }
}

PathCreator.cs是一样的

PathCreatorEditor.cs

using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(PathCreator))]
public class PathCreatorEditor : Editor
{
  PathCreator creator;
  Path path;
  SerializedProperty property;
  static int selectedControlPointId = -1;

  public override void OnInspectorGUI()
  {
    serializedObject.Update();
    var loopProp = property.FindPropertyRelative("_loop");
    EditorGUI.BeginChangeCheck();
    EditorGUILayout.PropertyField(loopProp);
    var ptsProp = property.FindPropertyRelative("_points");
    var msg = "Total points in path: " + ptsProp.arraySize + "\n";
    if (selectedControlPointId >= 0 && ptsProp.arraySize > 0)
    {
      EditorGUILayout.HelpBox(msg + "Selected control point: " + selectedControlPointId, MessageType.Info);
      EditorGUILayout.Separator();
      EditorGUILayout.PropertyField(ptsProp.GetArrayElementAtIndex(selectedControlPointId), true);
    }
    else
    {
      EditorGUILayout.HelpBox(msg + "No control points selected", MessageType.Info);
    }
    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);
    }
    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 = Quaternion.Inverse(creator.transform.rotation) * Tools.handleRotation;
    var snap = Vector2.zero;
    Handles.CapFunction cap = Handles.DotHandleCap;
    for (int i = 0; i < path.NumPoints; i++)
    {
      float size;
      var pos = path[i].position;
      size = HandleUtility.GetHandleSize(pos) * .05f;
      Handles.Label(pos, i.ToString());
      Handles.color = i == selectedControlPointId ? Handles.selectedColor : Color.red;
      int ctrlId = GUIUtility.GetControlID(FocusType.Passive);
      Vector2 newPos = Handles.FreeMoveHandle(ctrlId, pos, rot, size, snap, cap);
      if (ctrlId == EditorGUIUtility.hotControl) selectedControlPointId = i;
      if (pos != newPos)
      {
        Undo.RecordObject(creator, "Move point position");
        path.MovePoint(i, newPos);
      }
      pos = newPos;
      Handles.color = Color.black;
      if (path.loop || i != 0)
      {
        var tanBack = pos + path[i].tangentBack;
        Handles.DrawLine(pos, tanBack);
        size = HandleUtility.GetHandleSize(tanBack) * .03f;
        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.DrawLine(pos, tanFront);
        size = HandleUtility.GetHandleSize(tanFront) * .03f;
        Vector2 newTanFront = Handles.FreeMoveHandle(tanFront, rot, size, snap, cap);
        if (tanFront != newTanFront)
        {
          Undo.RecordObject(creator, "Move point tangent");
          path.MoveTangentFront(i, newTanFront - pos);
        }
      }
    }
    Repaint();
  }



  [DrawGizmo(GizmoType.Selected | GizmoType.NonSelected | GizmoType.Pickable)]
  static void DrawGizmo(PathCreator creator, GizmoType gizmoType)
  {
    Gizmos.matrix = creator.transform.localToWorldMatrix;
    var path = creator.path;
    for (int i = 0; i < path.NumSegments; i++)
    {
      Vector2[] points = path.GetBezierPointsInSegment(i);
      var pts = Handles.MakeBezierPoints(points[0], points[3], points[1], points[2], 30);
      Gizmos.color = Color.green;
      for (int j = 0; j < pts.Length - 1; j++)
      {
        Gizmos.DrawLine(pts[j], pts[j + 1]);
      }
    }
  }

  void OnEnable()
  {
    creator = (PathCreator)target;
    path = creator.path ?? creator.CreatePath();
    property = serializedObject.FindProperty("path");
  }
}

注意:我将贝塞尔线的绘图从 移动OnSceneGuiDrawGizmo,因此即使对象没有被选中,绿线也会可见,并且可以在场景编辑器中拾取它,以便选中它。

最后,我建议对该脚本进行一些进一步的开发。使多点选择成为可能并不难。也许使默认手柄(如位置和旋转)可单独应用于点。或者将创建和删除点的方法更改为直观的移动方式,例如双击或拖动路径线。甚至是用于智能点操作的自定义工具栏,如对齐、分布、雕刻......不同的约束,如平滑、对称、尖点或直线......

于 2018-07-20T08:56:21.883 回答
1

不完全确定我是否理解了这个问题,但是

使贝塞尔曲线手柄/控制点可选择,以便单个手柄的属性(例如连续性)在选中时显示在检查器窗口中。请注意,我希望在不为手柄/控制点创建游戏对象的情况下完成此操作

您需要使用 OnSceneGUI 选项才能选择手柄,并且每次选择新点时只需存储其值。

    private void OnSceneGUI ()
    {
        spline = target as Path;
        handleTransform = spline.transform;
        handleRotation = Tools.pivotRotation == PivotRotation.Local
            ? handleTransform.rotation : Quaternion.identity;

        Vector3 p0 = ShowPoint (0);
        Color gg = Color.gray;
        gg.a = 0.25f;
        for (int i = 1; i < spline.ControlPointCount; i += 3)
        {
            Vector3 p1 = ShowPoint (i);
            Vector3 p2 = ShowPoint (i + 1);
            Vector3 p3 = ShowPoint (i + 2);

            Handles.color = gg;
            Handles.DrawLine (p0, p1);
            Handles.DrawLine (p2, p3);

            Handles.DrawBezier (p0, p3, p1, p2, Color.white, null, 2f);
            p0 = p3;
        }
        ShowDirections ();
    }

private Vector3 ShowPoint (int index)
        {
            Vector3 point = handleTransform.TransformPoint (spline.Points[index]);
            float size = HandleUtility.GetHandleSize (point);
            if (index == 0)
            {
                size *= 2f;
            }
            Handles.color = modeColors[(int) spline.GetControlPointMode (index)];
            if (Handles.Button (point, handleRotation, size * handleSize, size * pickSize, Handles.DotCap))
            {
                selectedIndex = index;
                Repaint ();
            }
            if (selectedIndex == index)
            {
                EditorGUI.BeginChangeCheck ();
                point = Handles.DoPositionHandle (point, handleRotation);
                if (EditorGUI.EndChangeCheck ())
                {
                    Undo.RecordObject (spline, "Move Point");
                    EditorUtility.SetDirty (spline);
                    spline.SetControlPoint (handleTransform.InverseTransformPoint (point), index);
                }
            }
            return point;
        }

在此处输入图像描述

并在检查员 GUI 上显示要点

    private void DrawSelectedPointInspector ()
    {
        GUILayout.Label ("Selected Point");
        EditorGUI.BeginChangeCheck ();
        Vector3 point = EditorGUILayout.Vector3Field ("Position", spline.Points[selectedIndex]);
        if (EditorGUI.EndChangeCheck ())
        {
            Undo.RecordObject (spline, "Move Point");
            EditorUtility.SetDirty (spline);
            spline.SetControlPoint (point, selectedIndex);
        }
        EditorGUI.BeginChangeCheck ();
        BezierControlPointModes mode = (BezierControlPointModes) EditorGUILayout.EnumPopup ("Mode", spline.GetControlPointMode (selectedIndex));
        if (EditorGUI.EndChangeCheck ())
        {
            Undo.RecordObject (spline, "Change Point Mode");
            spline.SetControlPointMode (selectedIndex, mode);
            EditorUtility.SetDirty (spline);
        }
    }

并在 InspectorGUI 上调用它

    if (selectedIndex >= 0 && selectedIndex < spline.points.Count)
    {
        DrawSelectedPointInspector ();
    }

保留处理每个点的移动的单一方法,而不是为每个点的移动使用单独的方法。为此,您只需要保留

于 2018-07-13T22:19:09.143 回答