修复一些内容

This commit is contained in:
2025-08-30 18:40:47 +08:00
parent 83a51cc765
commit 50817ba027
24 changed files with 1544 additions and 5633 deletions

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// Dynamic build curve mesh by given key points
/// Curve type is Catmul-Rom
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class CurveMeshBuilder : MonoBehaviour
{
public struct CurveSegment2D
{
public Vector2 point1;
public Vector2 point2;
public CurveSegment2D(Vector2 point1, Vector2 point2)
{
this.point1 = point1;
this.point2 = point2;
}
public Vector2 SegmentVector
{
get
{
return point2 - point1;
}
}
}
//[HideInInspector]
public List<Vector2> nodeList = new List<Vector2>();
public bool drawGizmos = true;
public int smooth = 5;
public float width = 0.2f;
public float uvTiling = 1f;
private Mesh _mesh;
#if UNITY_EDITOR
public float gizmosNodeBallSize = 0.1f;
[System.NonSerialized]
public int selectedNodeIndex = -1;
#endif
void Awake()
{
Init();
BuildMesh();
}
void Init()
{
if (_mesh == null)
{
_mesh = new Mesh();
_mesh.name = "CurveMesh";
GetComponent<MeshFilter>().mesh = _mesh;
}
}
#if UNITY_EDITOR
//Draw the spline in the scene view
void OnDrawGizmos()
{
if (!drawGizmos)
{
return;
}
Vector3 prevPosition = Vector3.zero;
for (int i = 0; i < nodeList.Count; i++)
{
if (i == 0)
{
prevPosition = transform.TransformPoint(nodeList[i]);
}
else
{
Vector3 curPosition = transform.TransformPoint(nodeList[i]);
Gizmos.DrawLine(prevPosition, curPosition);
prevPosition = curPosition;
}
if (i == selectedNodeIndex)
{
Color c = Gizmos.color;
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(prevPosition, gizmosNodeBallSize * UnityEditor.HandleUtility.GetHandleSize(prevPosition) * 1.5f);
Gizmos.color = c;
}
else
{
Gizmos.DrawSphere(prevPosition, gizmosNodeBallSize * UnityEditor.HandleUtility.GetHandleSize(prevPosition));
}
}
}
#endif
#region Node Operate
public void AddNode(Vector2 position)
{
nodeList.Add(position);
}
public void InsertNode(int index, Vector2 position)
{
index = Mathf.Max(index, 0);
if (index >= nodeList.Count)
{
AddNode(position);
}
else
{
nodeList.Insert(index, position);
}
}
public void RemoveNode(int index)
{
if (index < 0 || index >= nodeList.Count)
{
return;
}
nodeList.RemoveAt(index);
}
public void ClearNodes()
{
nodeList.Clear();
}
#endregion
public bool BuildMesh()
{
Init();
_mesh.Clear();
if (nodeList.Count < 2)
{
return false;
}
List<Vector2> curvePoints = CalculateCurve(nodeList, smooth, false);
List<Vector2> vertices = GetVertices(curvePoints, width * 0.5f);
List<Vector2> verticesUV = GetVerticesUV(curvePoints);
Vector3[] _vertices = new Vector3[vertices.Count];
Vector2[] _uv = new Vector2[verticesUV.Count];
int[] _triangles = new int[(vertices.Count - 2) * 3];
for (int i = 0; i < vertices.Count; i++)
{
_vertices[i].Set(vertices[i].x, vertices[i].y, 0);
}
for (int i = 0; i < verticesUV.Count; i++)
{
_uv[i].Set(verticesUV[i].x, verticesUV[i].y);
}
for (int i = 2; i < vertices.Count; i += 2)
{
int index = (i - 2) * 3;
_triangles[index] = i - 2;
_triangles[index + 1] = i - 0;
_triangles[index + 2] = i - 1;
_triangles[index + 3] = i - 1;
_triangles[index + 4] = i - 0;
_triangles[index + 5] = i + 1;
}
_mesh.vertices = _vertices;
_mesh.triangles = _triangles;
_mesh.uv = _uv;
_mesh.RecalculateNormals();
return true;
}
private void OnValidate()
{
BuildMesh();
}
/// <summary>
/// Calculate Catmul-Rom Curve
/// </summary>
/// <param name="points">key points</param>
/// <param name="smooth">how many segments between two nearby point</param>
/// <param name="curveClose">whether curve is a circle</param>
/// <returns></returns>
public List<Vector2> CalculateCurve(IList<Vector2> points, int smooth, bool curveClose)
{
int pointCount = points.Count;
int segmentCount = curveClose ? pointCount : pointCount - 1;
List<Vector2> allVertices = new List<Vector2>((smooth + 1) * segmentCount);
Vector2[] tempVertices = new Vector2[smooth + 1];
float smoothReciprocal = 1f / smooth;
for (int i = 0; i < segmentCount; ++i)
{
// get 4 adjacent point in points to calculate position between p1 and p2
Vector2 p0, p1, p2, p3;
p1 = points[i];
if (curveClose)
{
p0 = i == 0 ? points[segmentCount - 1] : points[i - 1];
p2 = i + 1 < pointCount ? points[i + 1] : points[i + 1 - pointCount];
p3 = i + 2 < pointCount ? points[i + 2] : points[i + 2 - pointCount];
}
else
{
p0 = i == 0 ? p1 : points[i - 1];
p2 = points[i + 1];
p3 = i == segmentCount - 1 ? p2 : points[i + 2];
}
Vector2 pA = p1;
Vector2 pB = 0.5f * (-p0 + p2);
Vector2 pC = p0 - 2.5f * p1 + 2f * p2 - 0.5f * p3;
Vector2 pD = 0.5f * (-p0 + 3f * p1 - 3f * p2 + p3);
float t = 0;
for (int j = 0; j <= smooth; j++)
{
tempVertices[j] = pA + t * (pB + t * (pC + t * pD));
t += smoothReciprocal;
}
for (int j = allVertices.Count == 0 ? 0 : 1; j < tempVertices.Length; j++)
{
allVertices.Add(tempVertices[j]);
}
}
return allVertices;
}
private List<CurveSegment2D> GetSegments(List<Vector2> points)
{
List<CurveSegment2D> segments = new List<CurveSegment2D>(points.Count - 1);
for (int i = 1; i < points.Count; i++)
{
segments.Add(new CurveSegment2D(points[i - 1], points[i]));
}
return segments;
}
private List<Vector2> GetVertices(List<Vector2> points, float expands)
{
List<CurveSegment2D> segments = GetSegments(points);
List<CurveSegment2D> segments1 = new List<CurveSegment2D>(segments.Count);
List<CurveSegment2D> segments2 = new List<CurveSegment2D>(segments.Count);
for (int i = 0; i < segments.Count; i++)
{
Vector2 vOffset = new Vector2(-segments[i].SegmentVector.y, segments[i].SegmentVector.x).normalized;
segments1.Add(new CurveSegment2D(segments[i].point1 + vOffset * expands, segments[i].point2 + vOffset * expands));
segments2.Add(new CurveSegment2D(segments[i].point1 - vOffset * expands, segments[i].point2 - vOffset * expands));
}
List<Vector2> points1 = new List<Vector2>(points.Count);
List<Vector2> points2 = new List<Vector2>(points.Count);
for (int i = 0; i < segments1.Count; i++)
{
if (i == 0)
{
points1.Add(segments1[0].point1);
}
else
{
Vector2 crossPoint;
if (!TryCalculateLinesIntersection(segments1[i - 1], segments1[i], out crossPoint, 0.1f))
{
crossPoint = segments1[i].point1;
}
points1.Add(crossPoint);
}
if (i == segments1.Count - 1)
{
points1.Add(segments1[i].point2);
}
}
for (int i = 0; i < segments2.Count; i++)
{
if (i == 0)
{
points2.Add(segments2[0].point1);
}
else
{
Vector2 crossPoint;
if (!TryCalculateLinesIntersection(segments2[i - 1], segments2[i], out crossPoint, 0.1f))
{
crossPoint = segments2[i].point1;
}
points2.Add(crossPoint);
}
if (i == segments2.Count - 1)
{
points2.Add(segments2[i].point2);
}
}
List<Vector2> combinePoints = new List<Vector2>(points.Count * 2);
for (int i = 0; i < points.Count; i++)
{
combinePoints.Add(points1[i]);
combinePoints.Add(points2[i]);
}
return combinePoints;
}
private List<Vector2> GetVerticesUV(List<Vector2> points)
{
List<Vector2> uvs = new List<Vector2>(points.Count * 2);
float totalLength = 0;
float totalLengthReciprocal = 0;
float curLength = 0;
for (int i = 1; i < points.Count; i++)
{
totalLength += Vector2.Distance(points[i - 1], points[i]);
}
totalLengthReciprocal = uvTiling / totalLength;
for (int i = 0; i < points.Count; i++)
{
if (i == 0)
{
uvs.Add(new Vector2(0, 1));
uvs.Add(new Vector2(0, 0));
}
else
{
if (i == points.Count - 1)
{
uvs.Add(new Vector2(uvTiling, 1));
uvs.Add(new Vector2(uvTiling, 0));
}
else
{
curLength += Vector2.Distance(points[i - 1], points[i]);
float uvx = curLength * totalLengthReciprocal;
uvs.Add(new Vector2(uvx, 1));
uvs.Add(new Vector2(uvx, 0));
}
}
}
return uvs;
}
private bool TryCalculateLinesIntersection(CurveSegment2D segment1, CurveSegment2D segment2, out Vector2 intersection, float angleLimit)
{
intersection = new Vector2();
Vector2 p1 = segment1.point1;
Vector2 p2 = segment1.point2;
Vector2 p3 = segment2.point1;
Vector2 p4 = segment2.point2;
float denominator = (p2.y - p1.y) * (p4.x - p3.x) - (p1.x - p2.x) * (p3.y - p4.y);
// If denominator is 0, means parallel
if (denominator == 0)
{
return false;
}
// Check angle between segments
float angle = Vector2.Angle(segment1.SegmentVector, segment2.SegmentVector);
// if the angle between two segments is too small, we treat them as parallel
if (angle < angleLimit || (180f - angle) < angleLimit)
{
return false;
}
float x = ((p2.x - p1.x) * (p4.x - p3.x) * (p3.y - p1.y)
+ (p2.y - p1.y) * (p4.x - p3.x) * p1.x
- (p4.y - p3.y) * (p2.x - p1.x) * p3.x) / denominator;
float y = -((p2.y - p1.y) * (p4.y - p3.y) * (p3.x - p1.x)
+ (p2.x - p1.x) * (p4.y - p3.y) * p1.y
- (p4.x - p3.x) * (p2.y - p1.y) * p3.y) / denominator;
intersection.Set(x, y);
return true;
}
}

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