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我创建了一条用 handle 绘制的贝塞尔曲线。当我旋转容器游戏对象时,曲线会旋转,但 anchor 和控制点 handle 不会旋转。我怀疑问题出在我的 PathEditor
类中的以下代码行。如何解决此轮换问题?
如有需要,请查看here对于链接到 PathEditor 的其他类,我决定不将它们放在这里以保持问题整洁。
PathEditor Draw()
方法中的可疑行:
for (int i = 0; i < path.NumPoints; i++)
{
Vector2 newPos = Handles.FreeMoveHandle(path[i], Quaternion.identity, .1f, Vector2.zero, Handles.CylinderHandleCap);
if (path[i] != newPos)
{
Undo.RecordObject(creator, "Move point");
path.MovePoint(i, newPos);
}
}
路径编辑器:
[CustomEditor(typeof(PathCreator))]
public class PathEditor : Editor {
PathCreator creator;
Path path;
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
EditorGUI.BeginChangeCheck();
bool continuousControlPoints = GUILayout.Toggle(path.isContinuous, "Set Continuous Control Points");
if (continuousControlPoints != path.isContinuous)
{
Undo.RecordObject(creator, "Toggle set continuous controls");
path.isContinuous = continuousControlPoints;
}
if (EditorGUI.EndChangeCheck())
{
SceneView.RepaintAll();
}
}
void OnSceneGUI()
{
Input();
Draw();
}
void Input()
{
Event guiEvent = Event.current;
Vector2 mousePos = HandleUtility.GUIPointToWorldRay(guiEvent.mousePosition).origin;
if (guiEvent.type == EventType.MouseDown && guiEvent.button == 0 && guiEvent.shift)
{
Undo.RecordObject(creator, "Add segment");
path.AddSegment(mousePos);
}
}
void Draw()
{
Transform handleTransform = creator.transform;
Quaternion handleRotation = Tools.pivotRotation == PivotRotation.Local ?
handleTransform.rotation : Quaternion.identity;
for (int i = 0; i < path.NumSegments; i++)
{
Vector2[] points = path.GetPointsInSegment(i);
Handles.color = Color.black;
Vector2 p0 = handleTransform.TransformPoint(points[0]);
Vector2 p1 = handleTransform.TransformPoint(points[1]);
Vector2 p2 = handleTransform.TransformPoint(points[2]);
Vector2 p3 = handleTransform.TransformPoint(points[3]);
Handles.DrawLine(p1, p0);
Handles.DrawLine(p2, p3);
Handles.DrawBezier(p0, p3, p1, p2, Color.green, null, 2);
}
Handles.color = Color.red;
for (int i = 0; i < path.NumPoints; i++)
{
Vector2 newPos = Handles.FreeMoveHandle(path[i], Quaternion.identity, .1f, Vector2.zero, Handles.CylinderHandleCap);
if (path[i] != newPos)
{
Undo.RecordObject(creator, "Move point");
path.MovePoint(i, newPos);
}
}
}
void OnEnable()
{
creator = (PathCreator)target;
if (creator.path == null)
{
creator.CreatePath();
}
path = creator.path;
}
}
最佳答案
看起来您正在将点值存储在世界坐标中。当您变换对象时,这些点不会意识到这一点并继续在相同的位置上绘制。
相反,将点存储在局部坐标中并在每次绘制时应用矩阵变换。
编辑执行以下步骤以使其正常工作:
Path
中的所有点视为本地坐标(即相对于游戏对象本身)在 PathEditor
中,只要您想要设置从路径到场景的值,您就应该使用目标的 transform
组件来应用变换。例如,在 Input
方法中,您应该像这样更正鼠标位置:
mousePos = Creator.transform.InverseTransformPoint(mousePos);
在您的 Draw
方法中,您实际上正在计算正确的 handleTrasform
矩阵和四元数 handleRotation
,但您没有应用它们:
Vector2 newPos = Handles.FreeMoveHandle(path[i], Quaternion.identity, .1f, Vector2.zero, Handles.CylinderHandleCap);
应该是:
var pos = handleTransform.InverseTransformPoint(path[i]);
Vector2 newPos = Handles.FreeMoveHandle(pos, handleRotation, .1f, Vector2.zero, Handles.CylinderHandleCap);
您也可以在方法开始时设置 Handles.matrix
,比例将自动处理。
Handles.matrix = creator.transform.localToWorldMatrix;
关于unity-game-engine - 旋转贝塞尔曲线 handle 不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50866262/
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