Unity3d 使用Gizmos畫一個圓圈
Gizmos是場景視圖裡的一個可視化調試工具。
在做項目過程中。我們常常會用到它,比如:繪制一條射線等。
Unity3D 4.2版本號截至。眼下僅僅提供瞭繪制射線,線段,網格球體,實體球體,網格立方體,實體立方體,圖標。GUI紋理,以及攝像機線框。
假設須要繪制一個圓環還須要自己寫代碼
using UnityEngine; using System; public class HeGizmosCircle : MonoBehaviour { public Transform m_Transform; public float m_Radius = 1; // 圓環的半徑 public float m_Theta = 0.1f; // 值越低圓環越平滑 public Color m_Color = Color.green; // 線框顏色 void Start() { if (m_Transform == null) { throw new Exception("Transform is NULL."); } } void OnDrawGizmos() { if (m_Transform == null) return; if (m_Theta < 0.0001f) m_Theta = 0.0001f; // 設置矩陣 Matrix4x4 defaultMatrix = Gizmos.matrix; Gizmos.matrix = m_Transform.localToWorldMatrix; // 設置顏色 Color defaultColor = Gizmos.color; Gizmos.color = m_Color; // 繪制圓環 Vector3 beginPoint = Vector3.zero; Vector3 firstPoint = Vector3.zero; for (float theta = 0; theta < 2 * Mathf.PI; theta += m_Theta) { float x = m_Radius * Mathf.Cos(theta); float z = m_Radius * Mathf.Sin(theta); Vector3 endPoint = new Vector3(x, 0, z); if (theta == 0) { firstPoint = endPoint; } else { Gizmos.DrawLine(beginPoint, endPoint); } beginPoint = endPoint; } // 繪制最後一條線段 Gizmos.DrawLine(firstPoint, beginPoint); // 恢復默認顏色 Gizmos.color = defaultColor; // 恢復默認矩陣 Gizmos.matrix = defaultMatrix; } }
把代碼拖到一個GameObject上,關聯該GameObject的Transform,然後就能夠在Scene視圖窗體裡顯示一個圓瞭。
通過調整Transform的Position。Rotation。Scale,來調整圓的位置,旋轉,縮放。
補充:基於Unity3D使用LineRender組件繪制圓線
在此記錄一下使用Unity3D 的LineRender繪制線的過程,經過測試LineRender與OpenGL的GL_LINE_STRIP繪制方式一樣,因此計算完點之後需要把起始點即為終點,多算一個點才算閉合。
代碼如下:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class DrawLines: MonoBehaviour { public float m_radius = 1.0f; public Material m_material; public float m_lineWidth = 1.0f; private List<Vector3> vPath = new List<Vector3>(); // Start is called before the first frame update void Start() { int count = 60; for (int i=1; i<= (count+1); i++) { if(i == (count+1)) { float x = Mathf.Cos(2 * Mathf.PI / count) * m_radius; float y = transform.localPosition.y; float z = Mathf.Sin(2 * Mathf.PI / count) * m_radius; vPath.Add(new Vector3(x, y, z)); } else { float x = Mathf.Cos(2 * Mathf.PI / count * i) * m_radius; float y = transform.localPosition.y; float z = Mathf.Sin(2 * Mathf.PI / count * i) * m_radius; vPath.Add(new Vector3(x, y, z)); } } GameObject lineGroup = new GameObject("LineGroup"); GameObject lineObject = new GameObject("RadarLine"); LineRenderer line = lineObject.AddComponent<LineRenderer>(); line.material = m_material; line.useWorldSpace = false; line.positionCount = vPath.Count; line.startWidth = m_lineWidth; line.endWidth = m_lineWidth; line.SetPositions(vPath.ToArray()); } // Update is called once per frame void Update() { } }
運行一下看一下效果:
以上為個人經驗,希望能給大傢一個參考,也希望大傢多多支持WalkonNet。如有錯誤或未考慮完全的地方,望不吝賜教。
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