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unity3d - 用纹理填充贝塞尔曲线之间的区域

转载 作者:行者123 更新时间:2023-12-05 05:06:41 26 4
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我想在 Unity 中动态绘制 2D 路段。我知道线段的 4 个边缘点和贝塞尔曲线所需的控制点。这使我能够非常轻松地绘制路段的外部形状,这导致(在本示例中)形成道路形状的 2 条端线和 2 条曲线。

为了绘制贝塞尔曲线,我使用了这个:https://github.com/dbrizov/NaughtyBezierCurves

外形是这样的:
This is what the outer shape looks like

目标是用一些纹理填充路段。如何创建与道路形状相同的某种平面或网格?

我的第一个想法是沿着两条曲线创建平面,也许每隔 1/100 的曲线长度,然后为它们添加纹理。但是用这种方法,我不知道如何旋转平面或如何防止空间或重叠。也许有人对这个问题有更简单的解决方案。

这就是我想要实现的:
This is what I want to achieve

最佳答案

我拿了DShook's answer from a related question并更改了几行以使其采用两条任意样条线:

using UnityEngine;

[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer), typeof(BezierSpline))]
public class SplineMesh : MonoBehaviour {

[Range(1, 20)]
public int sampleFrequency = 5;

BezierSpline[] splines;

Mesh mesh;

private void Awake () {
splines = GetComponents<BezierSpline>();
mesh = GetComponent<Mesh>();
}

private Vector3[] vertices;

public void GenerateMesh(){
vertices = new Vector3[(sampleFrequency + 1) * 2];

//iterate over our samples adding two vertices for each one
for(int s = 0, i = 0; s <= sampleFrequency; s++, i += 2){
float interval = s / (float)sampleFrequency;

//get point along spline, and translate to local coords from world
var point1 = transform.InverseTransformPoint(splines[0].GetPoint(interval));
var point2 = transform.InverseTransformPoint(splines[1].GetPoint(interval));

vertices[i] = point1;
vertices[i + 1] = point2;
}

GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Spline Mesh";

mesh.vertices = vertices;

//now figure out our triangles
int [] triangles = new int[sampleFrequency * 6];
for(int s = 0, ti = 0, vi = 0; s < sampleFrequency; s++, ti += 6, vi += 2){
//first tri
triangles[ti] = vi;
triangles[ti + 1] = vi + 3;
triangles[ti + 2] = vi + 1;
//second matching tri
triangles[ti + 3] = vi;
triangles[ti + 4] = vi + 2;
triangles[ti + 5] = vi + 3;
}

mesh.triangles = triangles;
mesh.RecalculateNormals();

Debug.Log("Generated Spline Mesh");
}


}

您需要确保您渲染的着色器没有背面剔除,即有Cull Off

此代码在许多情况下应该有效,但理论上可能会导致自重叠边缘。在没有任何关于样条曲线相对定位的保证的情况下,我能想到的唯一解决方法是在 sampleFrequency 循环的每个步骤中为每个样条曲线尝试不同的 intervals大于或等于前一对 intervals,直到找到一对可以消除(或最小化)该对将添加的重叠。

就设置 uvs 而言,你可以这样设置 uvs:

    private Vector3[] vertices;
private Vector2[] uvs;

// ...

vertices[i] = point1;
vertices[i + 1] = point2;

uvs[i] = new Vector2(0f, sample);
uvs[i+1] = new Vector2(1f, sample);

// ...

mesh.triangles = triangles;
mesh.RecalculateNormals();
mesh.uv = uvs;

关于unity3d - 用纹理填充贝塞尔曲线之间的区域,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59718131/

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