我正在使用从 here 获得的以下代码创建贝塞尔曲线.我还制作了一个 BezierPair 游戏对象,它有两条 Bézier 曲线作为子对象。
从下面的各个图像和 BezierPair,其中 points[0]...points[3] 表示为 P0.. .P3:
P0 在移动时始终保持不变。换句话说,我希望他们始终一起移动,并可选择关闭此移动。P1 是分开的。如何使每条曲线的 P1 沿相同方向移动,覆盖相同距离?P2 是分开的。我怎样才能使一条曲线的 P2 沿着连接 P0 和 P3 的直线镜像另一条曲线的 P2?请注意,镜像线将取自下例中的曲线 1,因为 curve1 的 P2 已移动。如果 curve2 的 P2 被移动,那么镜像线将从 curve2 的 P0P3 中获取。我不想在运行时这样做。所以必须使用自定义编辑器。 我尝试在下面的代码中解决 1. 但如果不在层次结构窗口中选择 BezierPair,第二条曲线的位置将不会更新
贝塞尔曲线:
public static class Bezier {
public static Vector3 GetPoint (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
oneMinusT * oneMinusT * oneMinusT * p0 +
3f * oneMinusT * oneMinusT * t * p1 +
3f * oneMinusT * t * t * p2 +
t * t * t * p3;
}
public static Vector3 GetFirstDerivative (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) {
t = Mathf.Clamp01(t);
float oneMinusT = 1f - t;
return
3f * oneMinusT * oneMinusT * (p1 - p0) +
6f * oneMinusT * t * (p2 - p1) +
3f * t * t * (p3 - p2);
}
}
贝塞尔曲线:
[RequireComponent(typeof(LineRenderer))]
public class BezierCurve : MonoBehaviour {
public Vector3[] points;
LineRenderer lr;
public int numPoints = 49;
bool controlPointsChanged = false;
bool isMoving = false;
public void Reset () {
points = new Vector3[] {
new Vector3(1f, 0f, 0f),
new Vector3(2f, 0f, 0f),
new Vector3(3f, 0f, 0f),
new Vector3(4f, 0f, 0f)
};
}
void Start() {
lr = GetComponent<LineRenderer> ();
lr.positionCount = 0;
DrawBezierCurve ();
}
public Vector3 GetPoint (float t) {
return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t));
}
public void DrawBezierCurve () {
lr = GetComponent<LineRenderer> ();
lr.positionCount = 1;
lr.SetPosition(0, points[0]);
for (int i = 1; i < numPoints+1; i++) {
float t = i / (float)numPoints;
lr.positionCount = i+1;
lr.SetPosition(i, GetPoint(t));
}
}
public Vector3 GetVelocity (float t) {
return transform.TransformPoint(
Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position;
}
public Vector3 GetDirection (float t) {
return GetVelocity(t).normalized;
}
}
贝塞尔曲线编辑器:
[CustomEditor(typeof(BezierCurve))]
public class BezierCurveEditor : Editor {
private BezierCurve curve;
private Transform handleTransform;
private Quaternion handleRotation;
private const int lineSteps = 10;
private const float directionScale = 0.5f;
private void OnSceneGUI () {
curve = target as BezierCurve;
handleTransform = curve.transform;
handleRotation = Tools.pivotRotation == PivotRotation.Local ?
handleTransform.rotation : Quaternion.identity;
Vector3 p0 = ShowPoint(0);
Vector3 p1 = ShowPoint(1);
Vector3 p2 = ShowPoint(2);
Vector3 p3 = ShowPoint(3);
Handles.color = Color.gray;
Handles.DrawLine(p0, p1);
Handles.DrawLine(p2, p3);
Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
curve.DrawBezierCurve ();
if (GUI.changed) {
curve.DrawBezierCurve ();
EditorUtility.SetDirty( curve );
Repaint();
}
}
private void ShowDirections () {
Handles.color = Color.green;
Vector3 point = curve.GetPoint(0f);
Handles.DrawLine(point, point + curve.GetDirection(0f) * directionScale);
for (int i = 1; i <= lineSteps; i++) {
point = curve.GetPoint(i / (float)lineSteps);
Handles.DrawLine(point, point + curve.GetDirection(i / (float)lineSteps) * directionScale);
}
}
private Vector3 ShowPoint (int index) {
Vector3 point = handleTransform.TransformPoint(curve.points[index]);
EditorGUI.BeginChangeCheck();
point = Handles.DoPositionHandle(point, handleRotation);
if (EditorGUI.EndChangeCheck()) {
Undo.RecordObject(curve, "Move Point");
EditorUtility.SetDirty(curve);
curve.points[index] = handleTransform.InverseTransformPoint(point);
}
return point;
}
}
贝塞尔对:
public class BezierPair : MonoBehaviour {
public GameObject bez1;
public GameObject bez2;
public void setupCurves() {
bez1 = GameObject.Find("Bez1");
bez2 = GameObject.Find("Bez2");
}
}
贝塞尔对编辑器:
[CustomEditor(typeof(BezierPair))]
public class BezierPairEditor : Editor {
private BezierPair bezPair;
public override void OnInspectorGUI()
{
bezPair = target as BezierPair;
if (bezPair.bez1.GetComponent<BezierCurve>().points[0] != bezPair.bez2.GetComponent<BezierCurve>().points[0])
{
Vector3 assignPoint0 = bezPair.bez1.GetComponent<BezierCurve>().points[0];
bezPair.bez2.GetComponent<BezierCurve>().points[0] = assignPoint0;
}
if (GUI.changed)
{
EditorUtility.SetDirty(bezPair.bez1);
EditorUtility.SetDirty(bezPair.bez2);
Repaint();
}
}
最佳答案
已编辑:
我认为您不需要 BezierPair 类。我建议您在 BezierCurve 类 (paired) 上添加对要“配对”的其他 BezierCurve 对象的引用作为公共(public)字段.另一条曲线将与这条曲线“配对”。一旦配对,对运动的限制可能适用。您可以使用 3 个公共(public) bool 字段 behavior1、behavior2 和 behavior3 控制所需的行为。
注意#1:我没有从编辑器调用方法 DrawBezierCurve,而是将 [ExecuteInEditMode] 添加到组件类。这样,您就不会混淆组件和编辑器之间的职责:BezierCurve 组件在场景中自行绘制,而 BezierCurveEditor 仅管理编辑逻辑,例如应用约束和绘制处理程序。
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
[ExecuteInEditMode] // Makes Update() being called often even in Edit Mode
public class BezierCurve : MonoBehaviour
{
public Vector3[] points;
public int numPoints = 50;
// Curve that is paired with this curve
public BezierCurve paired;
public bool behavior1; // check on editor if you desired behavior 1 ON/OFF
public bool behavior2; // check on editor if you desired behavior 2 ON/OFF
public bool behavior3; // check on editor if you desired behavior 3 ON/OFF
LineRenderer lr;
void Reset()
{
points = new Vector3[]
{
new Vector3(1f, 0f, 0f),
new Vector3(2f, 0f, 0f),
new Vector3(3f, 0f, 0f),
new Vector3(4f, 0f, 0f)
};
}
void Start()
{
lr = GetComponent<LineRenderer>();
}
void Update()
{
// This component is the only responsible for drawing itself.
DrawBezierCurve();
}
// This method is called whenever a field is changed on Editor
void OnValidate()
{
// This avoids pairing with itself
if (paired == this) paired = null;
}
void DrawBezierCurve()
{
lr.positionCount = numPoints;
for (int i = 0; i < numPoints; i++)
{
// This corrects the "strange" extra point you had with your script.
float t = i / (float)(numPoints - 1);
lr.SetPosition(i, GetPoint(t));
}
}
public Vector3 GetPoint(float t)
{
return transform.TransformPoint(Bezier.GetPoint(points[0], points[1], points[2], points[3], t));
}
public Vector3 GetVelocity(float t)
{
return transform.TransformPoint(Bezier.GetFirstDerivative(points[0], points[1], points[2], points[3], t)) - transform.position;
}
public Vector3 GetDirection(float t)
{
return GetVelocity(t).normalized;
}
}
注意#2:所需的行为在处理程序绘制方法中进行了编码,因此您可以访问撤消和其他功能。
注意#3:EditorUtility.SetDirty 是 considered obsolete因为 Unity 5.3 用于将对象标记为脏的以供绘制,不应再用于修改场景中的对象。 Undo.RecordObject 完成这项工作。
using UnityEngine;
using UnityEditor;
// This attribute allows you to select multiple curves and manipulate them all as a whole on Scene or Inspector
[CustomEditor(typeof(BezierCurve)), CanEditMultipleObjects]
public class BezierCurveEditor : Editor
{
BezierCurve curve;
Transform handleTransform;
Quaternion handleRotation;
const int lineSteps = 10;
const float directionScale = 0.5f;
BezierCurve prevPartner; // Useful later.
void OnSceneGUI()
{
curve = target as BezierCurve;
if (curve == null) return;
handleTransform = curve.transform;
handleRotation = Tools.pivotRotation == PivotRotation.Local ? handleTransform.rotation : Quaternion.identity;
Vector3 p0 = ShowPoint(0);
Vector3 p1 = ShowPoint(1);
Vector3 p2 = ShowPoint(2);
Vector3 p3 = ShowPoint(3);
Handles.color = Color.gray;
Handles.DrawLine(p0, p1);
Handles.DrawLine(p2, p3);
Handles.DrawBezier(p0, p3, p1, p2, Color.white, null, 2f);
// Handles multiple selection
var sel = Selection.GetFiltered(typeof(BezierCurve), SelectionMode.Editable);
if (sel.Length == 1)
{
// This snippet checks if you just attached or dettached another curve,
// so it updates the attached member in the other curve too automatically
if (prevPartner != curve.paired)
{
if (prevPartner != null) { prevPartner.paired = null; }
prevPartner = curve.paired;
}
}
if (curve.paired != null & curve.paired != curve)
{
// Pair the curves.
var partner = curve.paired;
partner.paired = curve;
partner.behavior1 = curve.behavior1;
partner.behavior2 = curve.behavior2;
partner.behavior3 = curve.behavior3;
}
}
// Constraints for a curve attached to back
// The trick here is making the object being inspected the "master" and the attached object is adjusted to it.
// This way, you avoid the conflict of one object trying to move the other.
// [ExecuteInEditMode] on component class makes it posible to have real-time drawing while editing.
// If you were calling DrawBezierCurve from here, you would only see updates on the other curve when you select it
Vector3 ShowPoint(int index)
{
var thisPts = curve.points;
Vector3 point = handleTransform.TransformPoint(thisPts[index]);
EditorGUI.BeginChangeCheck();
point = Handles.DoPositionHandle(point, handleRotation);
if (EditorGUI.EndChangeCheck())
{
if (curve.paired != null && curve.paired != curve)
{
Undo.RecordObjects(new Object[] { curve, curve.paired }, "Move Point " + index.ToString());
var pairPts = curve.paired.points;
var pairTransform = curve.paired.transform;
switch (index)
{
case 0:
{
if (curve.behavior1)
{
pairPts[0] = pairTransform.InverseTransformPoint(point);
}
break;
}
case 1:
{
if (curve.behavior2)
{
var p1 = handleTransform.TransformPoint(thisPts[1]);
pairPts[1] += pairTransform.InverseTransformVector(point - p1);
}
break;
}
case 2:
{
if (curve.behavior3)
{
var p0 = handleTransform.TransformPoint(thisPts[0]);
var p3 = handleTransform.TransformPoint(thisPts[3]);
var reflect = Vector3.Reflect(p3 - point, (p3 - p0).normalized);
pairPts[2] = pairTransform.InverseTransformPoint(p3 + reflect);
}
break;
}
default:
break;
}
}
else
{
Undo.RecordObject(curve, "Move Point " + index.ToString());
}
thisPts[index] = handleTransform.InverseTransformPoint(point);
}
return point;
}
}
要使其正常工作,请通过检查器将一个 BezierCurve 引用到另一个的配对字段,并设置 ON/OFF 您想要的行为。
提示:修改LineRenderer 的属性以获得炫酷的渐变或宽度变化(如笔触)。如果您有一个尖点节点并希望它看起来是连续的,请增加线渲染器上的 End Cap Vertices 的值。使用 Sprites-Default 作为 2D Material 。
关于c# - 如何使用自定义编辑器在移动另一条贝塞尔曲线时更新一条贝塞尔曲线,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/50469571/
我正在学习如何使用Nokogiri,根据这段代码我遇到了一些问题:require'rubygems'require'mechanize'post_agent=WWW::Mechanize.newpost_page=post_agent.get('http://www.vbulletin.org/forum/showthread.php?t=230708')puts"\nabsolutepathwithtbodygivesnil"putspost_page.parser.xpath('/html/body/div/div/div/div/div/table/tbody/tr/td/div
总的来说,我对ruby还比较陌生,我正在为我正在创建的对象编写一些rspec测试用例。许多测试用例都非常基础,我只是想确保正确填充和返回值。我想知道是否有办法使用循环结构来执行此操作。不必为我要测试的每个方法都设置一个assertEquals。例如:describeitem,"TestingtheItem"doit"willhaveanullvaluetostart"doitem=Item.new#HereIcoulddotheitem.name.shouldbe_nil#thenIcoulddoitem.category.shouldbe_nilendend但我想要一些方法来使用
关闭。这个问题是opinion-based.它目前不接受答案。想要改进这个问题?更新问题,以便editingthispost可以用事实和引用来回答它.关闭4年前。Improvethisquestion我想在固定时间创建一系列低音和高音调的哔哔声。例如:在150毫秒时发出高音调的蜂鸣声在151毫秒时发出低音调的蜂鸣声200毫秒时发出低音调的蜂鸣声250毫秒的高音调蜂鸣声有没有办法在Ruby或Python中做到这一点?我真的不在乎输出编码是什么(.wav、.mp3、.ogg等等),但我确实想创建一个输出文件。
给定这段代码defcreate@upgrades=User.update_all(["role=?","upgraded"],:id=>params[:upgrade])redirect_toadmin_upgrades_path,:notice=>"Successfullyupgradeduser."end我如何在该操作中实际验证它们是否已保存或未重定向到适当的页面和消息? 最佳答案 在Rails3中,update_all不返回任何有意义的信息,除了已更新的记录数(这可能取决于您的DBMS是否返回该信息)。http://ar.ru
我在我的项目目录中完成了compasscreate.和compassinitrails。几个问题:我已将我的.sass文件放在public/stylesheets中。这是放置它们的正确位置吗?当我运行compasswatch时,它不会自动编译这些.sass文件。我必须手动指定文件:compasswatchpublic/stylesheets/myfile.sass等。如何让它自动运行?文件ie.css、print.css和screen.css已放在stylesheets/compiled。如何在编译后不让它们重新出现的情况下删除它们?我自己编译的.sass文件编译成compiled/t
我正在寻找执行以下操作的正确语法(在Perl、Shell或Ruby中):#variabletoaccessthedatalinesappendedasafileEND_OF_SCRIPT_MARKERrawdatastartshereanditcontinues. 最佳答案 Perl用__DATA__做这个:#!/usr/bin/perlusestrict;usewarnings;while(){print;}__DATA__Texttoprintgoeshere 关于ruby-如何将脚
Rackup通过Rack的默认处理程序成功运行任何Rack应用程序。例如:classRackAppdefcall(environment)['200',{'Content-Type'=>'text/html'},["Helloworld"]]endendrunRackApp.new但是当最后一行更改为使用Rack的内置CGI处理程序时,rackup给出“NoMethodErrorat/undefinedmethod`call'fornil:NilClass”:Rack::Handler::CGI.runRackApp.newRack的其他内置处理程序也提出了同样的反对意见。例如Rack
在选择我想要运行操作的频率时,唯一的选项是“每天”、“每小时”和“每10分钟”。谢谢!我想为我的Rails3.1应用程序运行调度程序。 最佳答案 这不是一个优雅的解决方案,但您可以安排它每天运行,并在实际开始工作之前检查日期是否为当月的第一天。 关于ruby-如何每月在Heroku运行一次Scheduler插件?,我们在StackOverflow上找到一个类似的问题: https://stackoverflow.com/questions/8692687/
我有一个对象has_many应呈现为xml的子对象。这不是问题。我的问题是我创建了一个Hash包含此数据,就像解析器需要它一样。但是rails自动将整个文件包含在.........我需要摆脱type="array"和我该如何处理?我没有在文档中找到任何内容。 最佳答案 我遇到了同样的问题;这是我的XML:我在用这个:entries.to_xml将散列数据转换为XML,但这会将条目的数据包装到中所以我修改了:entries.to_xml(root:"Contacts")但这仍然将转换后的XML包装在“联系人”中,将我的XML代码修改为
我有一大串格式化数据(例如JSON),我想使用Psychinruby同时保留格式转储到YAML。基本上,我希望JSON使用literalstyle出现在YAML中:---json:|{"page":1,"results":["item","another"],"total_pages":0}但是,当我使用YAML.dump时,它不使用文字样式。我得到这样的东西:---json:!"{\n\"page\":1,\n\"results\":[\n\"item\",\"another\"\n],\n\"total_pages\":0\n}\n"我如何告诉Psych以想要的样式转储标量?解