Unity 圆角 线段 绘制 LineRender

发布时间:2024年01月05日

需求 绘制圆角

核心函数

     /// <summary>
    /// 点ABC 形成的角度必须为90° 点c为中间的点
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <param name="c"></param>
    /// <param name="radius">圆角半径,不可为负数</param>
    /// <param name="count">圆角数量,越多则越圆滑</param>
    /// <returns></returns>
    public static Vector3[] Rounded(Vector3 a, Vector3 b, Vector3 c, float radius, int count)
    {
        Vector3 ca = (a - c).normalized;
        Vector3 cb = (b - c).normalized;

        Vector3 d = c + ca * radius + cb * radius;

        Vector3 a1 = c + ca * radius;
        Vector3 b1 = c + cb * radius;

        Vector3 db1 = (b1 - d).normalized;



        Vector3 cross = Vector3.Cross(ca, cb);

        List<Vector3> points = new List<Vector3>();

        points.Add(b);
        for (int i = 0; i <= count; i++)
        {
            Vector3 p = d + Quaternion.AngleAxis((float)i / (float)count * 90, cross) * db1 * radius;
            points.Add(p);
        }
        points.Add(a);
        return points.ToArray();
    }

测试代码

using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;

public class Test : MonoBehaviour
{
    public float Radius = 1;
    public int Count = 25;


    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    private void OnDrawGizmos()
    {
        Vector3[] v = Rounded(Vector3.up * 2, Vector3.right * 2, Vector3.zero, Radius, Count);

        for (int i = 0; i < v.Length - 1; i++)
        {
            Gizmos.DrawLine(v[i], v[i + 1]);
            Gizmos.DrawSphere(v[i], 0.01f);
        }
    }

      /// <summary>
    /// 点ABC 形成的角度必须为90° 点c为中间的点
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <param name="c"></param>
    /// <param name="radius">圆角半径,不可为负数</param>
    /// <param name="count">圆角数量,越多则越圆滑</param>
    /// <returns></returns>
    public static Vector3[] Rounded(Vector3 a, Vector3 b, Vector3 c, float radius, int count)
    {
        Vector3 ca = (a - c).normalized;
        Vector3 cb = (b - c).normalized;

        Vector3 d = c + ca * radius + cb * radius;

        Vector3 a1 = c + ca * radius;
        Vector3 b1 = c + cb * radius;

        Vector3 db1 = (b1 - d).normalized;



        Vector3 cross = Vector3.Cross(ca, cb);

        List<Vector3> points = new List<Vector3>();

        points.Add(b);
        for (int i = 0; i <= count; i++)
        {
            Vector3 p = d + Quaternion.AngleAxis((float)i / (float)count * 90, cross) * db1 * radius;
            points.Add(p);
        }
        points.Add(a);
        return points.ToArray();
    }
}

文章来源:https://blog.csdn.net/qq_35030499/article/details/135404228
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