示例#1
0
        public override void GetVertexs(ref List <UIVertex> vertexs)
        {
            if (m_Poses.Count < 2)
            {
                return;
            }

            int     count = m_Poses.Count;
            Vector2 dir   = Math2d.GetHorizontalDir((m_Poses[1] - m_Poses[0]).XY());

            vertexs.Add(new UIVertex()
            {
                position = m_Poses[0].XY() - dir * width, color = color,
            });
            vertexs.Add(new UIVertex()
            {
                position = m_Poses[0].XY() + dir * width, color = color,
            });


            for (int i = 1; i < count - 1; i++)
            {
                dir = Math2d.GetHorizontalDir((m_Poses[i + 1] - m_Poses[i - 1]).XY());
                vertexs.Add(new UIVertex()
                {
                    position = m_Poses[i].XY() - dir * width, color = color,
                });
                vertexs.Add(new UIVertex()
                {
                    position = m_Poses[i].XY() + dir * width, color = color
                });
            }

            dir = Math2d.GetHorizontalDir((m_Poses[count - 1] - m_Poses[count - 2]).XY());
            vertexs.Add(new UIVertex()
            {
                position = m_Poses[count - 1].XY() - dir * width, color = color,
            });
            vertexs.Add(new UIVertex()
            {
                position = m_Poses[count - 1].XY() + dir * width, color = color,
            });
        }
示例#2
0
    public override void OnUpdate()
    {
        MouseLeft();

        // 路面创建测试
        if (Input.GetKeyDown(KeyCode.K))
        {
            List <Vector3> points_out = new List <Vector3>();
            List <Vector3> points_in  = new List <Vector3>();
            Vector3        dirr;

            dirr = Math2d.GetHorizontalDir(positions[1] - positions[0]);
            points_in.Add(positions[0] + dirr * 4);
            points_out.Add(positions[0] - dirr * 4);

            for (int i = 1; i < positions.Count - 1; i++)
            {
                dirr = Math2d.GetHorizontalDir(positions[i + 1] - positions[i - 1]);
                points_in.Add(positions[i] + dirr * 4);
                points_out.Add(positions[i] - dirr * 4);
            }

            dirr = Math2d.GetHorizontalDir(positions[positions.Count - 1] - positions[positions.Count - 2]);
            points_in.Add(positions[positions.Count - 1] + dirr * 4);
            points_out.Add(positions[positions.Count - 1] - dirr * 4);

            for (int i = 0; i < positions.Count; i++)
            {
                outCurve.AddNode(points_out[i], c);
                inCurve.AddNode(points_in[i], c);
                centerCurve.AddNode(positions[i], c);
            }
            outCurve.AddCatmull_RomControl();
            inCurve.AddCatmull_RomControl();
            centerCurve.AddCatmull_RomControl();


            for (int i = 0; i < outCurve.segmentList.Count; i++)
            {
                float add = 1f / 20;
                for (float j = 0; j < 1; j += add)
                {
                    Vector3 point = centerCurve.segmentList[i].GetPoint(j);
                    path.Add(point);
                    objs.Add(Utility.CreatPrimitiveType(PrimitiveType.Sphere, Color.red, point, 1));

                    //point = outCurve.segmentList[i].GetPoint(j);
                    //path.Add(point);
                    //objs.Add(Utility.CreatPrimitiveType(PrimitiveType.Sphere, point, 1, Color.red));

                    //point = inCurve.segmentList[i].GetPoint(j);
                    //path.Add(point);
                    //objs.Add(Utility.CreatPrimitiveType(PrimitiveType.Sphere, point, 1, Color.red));
                }
            }

            CreateRoads(Terrain.activeTerrain, meshFilter, path, 6);
        }
        if (Input.GetKeyDown(KeyCode.C))
        {
            meshFilter.mesh.Clear();
            objs.ForEach((a) => { Object.Destroy(a); });
            objs.Clear();
            outCurve    = new SplineCurve();
            inCurve     = new SplineCurve();
            centerCurve = new SplineCurve();
            positions.Clear();
            path.Clear();
        }

        if (Input.GetKeyDown(KeyCode.J))
        {
            Utility.SendRay(out hit, LayerMask.GetMask("Terrain"));
        }


        // 刷新地图
        if (Input.GetKeyDown(KeyCode.L))
        {
            //TerrainUtility.Refresh();
        }
    }
示例#3
0
    /// <summary>
    /// 根据传参 路径点信息 创建路面:
    /// 0 --- 2
    /// |     |
    /// 1 --- 3
    /// </summary>
    /// <param name="meshFilter">路面网格</param>
    /// <param name="_roadPoints">路点</param>
    /// <param name="_width">路面宽度</param>
    public static void CreateRoads(Terrain terrain, MeshFilter meshFilter, List <Vector3> wayPoints, float _width = 5)
    {
        if (wayPoints.Count < 2)
        {
            return;                                                            // 路点数量不能低于2个
        }
        List <Vector3> _roadPoints = wayPoints;                                // 取出路径点

        List <Vector3> vertice   = new List <Vector3>();                       // 顶点
        List <int>     triangles = new List <int>();                           // 三角形排序
        List <Vector2> uv        = new List <Vector2>();                       // uv排序

        Vector3 dir = Math2d.GetHorizontalDir(_roadPoints[1], _roadPoints[0]); // 获取两点间的垂直向量

        vertice.Add(_roadPoints[0] + dir * _width);                            // 添加初始顶点
        vertice.Add(_roadPoints[0] - dir * _width);

        uv.Add(Vector2.zero);                           // 添加初始顶点对应uv
        uv.Add(Vector2.right);

        for (int i = 1, count = _roadPoints.Count; i < count; i++)
        {
            // 添加由 路径点 生成的路面点集
            dir = Math2d.GetHorizontalDir(_roadPoints[i], _roadPoints[i - 1]);
            vertice.Add(_roadPoints[i] + dir * _width);
            vertice.Add(_roadPoints[i] - dir * _width);

            // 添加三jio形排序
            triangles.Add(2 * i - 2);
            triangles.Add(2 * i);
            triangles.Add(2 * i - 1);

            triangles.Add(2 * i);
            triangles.Add(2 * i + 1);
            triangles.Add(2 * i - 1);

            // 添加uv排序
            if (i % 2 == 1)
            {
                uv.Add(Vector2.up);
                uv.Add(Vector2.one);
            }
            else
            {
                uv.Add(Vector2.zero);
                uv.Add(Vector2.right);
            }
        }

        List <float> roadHeights = PointsFitToTerrain(terrain, ref vertice);                     // 路面高度适配地形

        //TerrainUtility.ChangeHeights(terrain, _roadPoints.ToArray(), roadHeights.ToArray());    // 将道路整平

        meshFilter.mesh.Clear();
        meshFilter.mesh.vertices  = vertice.ToArray();
        meshFilter.mesh.triangles = triangles.ToArray();
        meshFilter.mesh.uv        = uv.ToArray();

        meshFilter.mesh.RecalculateBounds();     // 重置范围
        meshFilter.mesh.RecalculateNormals();    // 重置法线
        meshFilter.mesh.RecalculateTangents();   // 重置切线
    }