unity3d - 旋转贝塞尔曲线手柄不起作用
问题描述
我创建了一个用手柄绘制的贝塞尔曲线。当我旋转容器游戏对象时,曲线会旋转,但锚点和控制点手柄不会旋转。我怀疑问题出在我PathEditor
课堂上的以下代码行。如何解决此轮换问题?
如果需要,请在此处查看链接到 PathEditor 的其他类,我决定不将它们放在这里以保持问题整洁。
PathEditorDraw()
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;
}
}
解决方案
看起来您将点值存储在世界坐标中。当您变换对象时,这些点并没有意识到这一点并继续在相同的位置绘制。
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:
- 将所有点
Path
视为局部坐标(即相对于游戏对象本身) 在中,您应该随时
PathEditor
使用目标的组件来应用转换,以设置从路径到场景的值。transform
例如,在该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,您实际上是在计算正确的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:
var pos = handleTransform.InverseTransformPoint(path[i]);
Vector2 newPos = Handles.FreeMoveHandle(pos, handleRotation, .1f, Vector2.zero, Handles.CylinderHandleCap);
相反,您也可以Handles.matrix
在方法的开头设置 ,并且将自动处理比例。
Handles.matrix = creator.transform.localToWorldMatrix;
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