简易二阶BEZIER曲线编辑器
2016-03-21 本文已影响115人
影子丢了
Editor部分
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;
[CustomEditor(typeof(CurveObject))]
public class CurveEditor : Editor {
public Vector3[] paths;
CurveObject script;
private bool _editor = false;
private string editorState = "OFF";
private Transform startPoint;
private Transform endPosPoint;
private Transform CtlBar1;
private Transform CtlBar2;
private Vector3 _currentChoose;
private bool select1;
private bool select2;
private Vector3 Select;
void OnEnable()
{
script = (CurveObject)target;
}
public void OnSceneGUI()
{
if(startPoint == null || endPosPoint == null || CtlBar1 == null || CtlBar2 == null)
return;
script.start = this.startPoint.transform.position;
script.end = this.endPosPoint.transform.position;
script.ctlBar1 = this.CtlBar1.transform.position;
script.ctlBar2 = this.CtlBar2.transform.position;
paths = script.UpdateBezier();
Handles.color = Color.white;
Handles.DrawPolyLine(paths);
//Handles.DrawBezier(script.start,script.end,script.ctlBar1,script.ctlBar2,Color.white,null,1.0f);
Handles.color = new Color(0,1,0,0.2f);
if(select1)
{
Handles.DrawSolidDisc(this.CtlBar1.transform.position,Vector3.up,HandleUtility.GetHandleSize(this.CtlBar1.transform.position)*0.3f);
Vector3 handle = Handles.PositionHandle(this.CtlBar1.transform.position, Quaternion.identity);
this.CtlBar1.transform.position = handle;
}
if(select2)
{
Handles.DrawSolidDisc(this.CtlBar2.transform.position,Vector3.up,HandleUtility.GetHandleSize(this.CtlBar1.transform.position)*0.3f);
Vector3 handle = Handles.PositionHandle(this.CtlBar2.transform.position, Quaternion.identity);
this.CtlBar2.transform.position = handle;
}
}
public override void OnInspectorGUI ()
{
base.OnInspectorGUI ();
GUILayout.BeginVertical();
startPoint = (Transform)EditorGUILayout.ObjectField(new GUIContent("起点"),startPoint,typeof(Transform),true);
endPosPoint = (Transform)EditorGUILayout.ObjectField(new GUIContent("终点"),endPosPoint,typeof(Transform),true);
CtlBar1 = (Transform)EditorGUILayout.ObjectField(new GUIContent("控制点1"),CtlBar1,typeof(Transform),true);
if(GUILayout.Button(new GUIContent("SELETE")))
{
select1 = true;
select2 = false;
Select = this.CtlBar1.transform.position;
FocusSceneObj(Select);
}
CtlBar2 = (Transform)EditorGUILayout.ObjectField(new GUIContent("控制点2"),CtlBar2,typeof(Transform),true);
if(GUILayout.Button(new GUIContent("SELETE")))
{
select1 = false;
select2 = true;
Select = this.CtlBar2.transform.position;
FocusSceneObj(Select);
}
if(GUILayout.Button(new GUIContent("Editor" + " " +editorState)))
{
_editor = !_editor;
var model = (_editor == true)?(editorState = "ON"):(editorState = "OFF");
}
GUILayout.EndVertical();
}
void FocusSceneObj(Vector3 Position)
{
Object[] intialFocus = Selection.objects;
GameObject tempFocusView = new GameObject("Temp Focus View");
tempFocusView.transform.position = Position;
try
{
Selection.objects = new Object[]{tempFocusView};
//焦点
SceneView.lastActiveSceneView.Focus();
//F键
SceneView.lastActiveSceneView.FrameSelected();
Selection.objects = intialFocus;
}
catch(System.NullReferenceException)
{
//do nothing
}
Object.DestroyImmediate(tempFocusView);
}
}
UnityEngine部分
using UnityEngine;
using System.Collections;
public class CurveObject : MonoBehaviour {
[HideInInspector]
public Vector3 start;
[HideInInspector]
public Vector3 end;
[HideInInspector]
public Vector3 ctlBar1;
[HideInInspector]
public Vector3 ctlBar2;
public Vector3[] UpdateBezier()
{
Vector3[] line = new Vector3[100];
for(int i =1; i <= 100; i++)
{
//参数的取值范围 0 - 1 返回曲线没一点的位置
//为了精确这里使用i * 0.01 得到当前点的坐标
line[i - 1] = CalculateBezierPoint( (float)(i *0.01),start,ctlBar1,ctlBar2,end);
}
return line;
}
Vector3 CalculateBezierPoint(float t,
Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3)
{
float u = 1 - t;
float tt = t*t;
float uu = u*u;
float uuu = uu * u;
float ttt = tt * t;
Vector3 p = uuu * p0;
p += 3 * uu * t * p1;
p += 3 * u * tt * p2;
p += ttt * p3;
return p;
}
}