Unity 通过LineRenderer绘制两点之间的直线操作
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2022-06-16 09:42:18
我就废话不多说了,大家还是直接看代码吧~private linerenderer line;//画线line = this.gameobject.addcomponent
我就废话不多说了,大家还是直接看代码吧~
private linerenderer line; //画线 line = this.gameobject.addcomponent<linerenderer>(); //只有设置了材质 setcolor才有作用 line.material = new material(shader.find("particles/additive")); line.setvertexcount(2);//设置两点 line.setcolors(color.yellow, color.red); //设置直线颜色 line.setwidth(0.01f, 0.01f);//设置直线宽度 //设置指示线的起点和终点 line.setposition(0, initposition); line.setposition(1, newposition);
绘制圆
下面是以物体position为圆心,半径为r,在xz平面上的画圆
public float r;//半径 public int n;//不要超过45 line.setvertexcount(n+1);//这里要加1,达成闭合曲线 for (int i = 0; i < n + 1; i++) { float x = r * mathf.cos((360 / n * i) * mathf.deg2rad) + transform.position.x; //确定x坐标 float z = r * mathf.sin((360 / n * i) * mathf.deg2rad) + transform.position.z; //确定z坐标 line.setposition(i, new vector3(x, transform.position.y, z)); }
补充:unity 通过linerenderer组件画线段
using system.collections; using system.collections.generic; using unityengine; public class drawlinebymouse : monobehaviour { //画线组件预制体 public transform gestureonscreenprefab; private int strokeid = -1; private vector3 virtualkeyposition = vector2.zero; private rect drawarea; private runtimeplatform platform; private int vertexcount = 0; private list<linerenderer> gesturelinesrenderer = new list<linerenderer>(); private linerenderer currentgesturelinerenderer; //gui private string message="what is this ?"; private bool recognized; private string newgesturename = ""; void start() { platform = application.platform; drawarea = new rect(0, 0, screen.width - screen.width / 3, screen.height); } void update() { if (platform == runtimeplatform.android || platform == runtimeplatform.iphoneplayer) { if (input.touchcount > 0) { virtualkeyposition = new vector3(input.gettouch(0).position.x, input.gettouch(0).position.y); } } else { if (input.getmousebutton(0)) { virtualkeyposition = new vector3(input.mouseposition.x, input.mouseposition.y); } } if (drawarea.contains(virtualkeyposition)) { if (input.getmousebuttondown(0)) { ++strokeid; // transform tmpgesture = instantiate(gestureonscreenprefab, transform.position, transform.rotation) as transform; // currentgesturelinerenderer = tmpgesture.getcomponent<linerenderer>(); gameobject go = new gameobject("linerenderer"); go.transform.position = camera.main.transform.position; go.transform.rotation = camera.main.transform.rotation; currentgesturelinerenderer = go.addcomponent<linerenderer>(); currentgesturelinerenderer.startwidth = 0.1f; gesturelinesrenderer.add(currentgesturelinerenderer); vertexcount = 0; } if (input.getmousebutton(0)) { currentgesturelinerenderer.setvertexcount(++vertexcount); currentgesturelinerenderer.setposition(vertexcount - 1, camera.main.screentoworldpoint(new vector3(virtualkeyposition.x, virtualkeyposition.y, 10))); } } } void ongui() { gui.box(drawarea, "draw area"); gui.label(new rect(10, screen.height - 40, 500, 50), message); if (gui.button(new rect(screen.width - 100, 10, 100, 30), "clear line")) { foreach (linerenderer linerenderer in gesturelinesrenderer) { linerenderer.setvertexcount(0); destroy(linerenderer.gameobject); } gesturelinesrenderer.clear(); recognized = true; } } }
以上为个人经验,希望能给大家一个参考,也希望大家多多支持。如有错误或未考虑完全的地方,望不吝赐教。