using UnityEngine; using System.Collections; using System.Collections.Generic; /// /// Dynamic build curve mesh by given key points /// Curve type is Catmul-Rom /// [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 nodeList = new List(); 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().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 curvePoints = CalculateCurve(nodeList, smooth, false); List vertices = GetVertices(curvePoints, width * 0.5f); List 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(); } /// /// Calculate Catmul-Rom Curve /// /// key points /// how many segments between two nearby point /// whether curve is a circle /// public List CalculateCurve(IList points, int smooth, bool curveClose) { int pointCount = points.Count; int segmentCount = curveClose ? pointCount : pointCount - 1; List allVertices = new List((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 GetSegments(List points) { List segments = new List(points.Count - 1); for (int i = 1; i < points.Count; i++) { segments.Add(new CurveSegment2D(points[i - 1], points[i])); } return segments; } private List GetVertices(List points, float expands) { List segments = GetSegments(points); List segments1 = new List(segments.Count); List segments2 = new List(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 points1 = new List(points.Count); List points2 = new List(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 combinePoints = new List(points.Count * 2); for (int i = 0; i < points.Count; i++) { combinePoints.Add(points1[i]); combinePoints.Add(points2[i]); } return combinePoints; } private List GetVerticesUV(List points) { List uvs = new List(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; } }