如何统一绘制线条平滑c#基本编码问题

如何解决如何统一绘制线条平滑c#基本编码问题

我想从 unityUI 画线。 (我不想统一使用 Line Renderer)。

所以我想出了下面的编码,但我的问题是行大小不是恒定的。

public class MyUILineRenderer : Graphic
{
    public Vector2[] pointPos;
    public float[] angles;
    public MyUIGridRenderer gridRenderer;

    public Vector2Int gridSize = new Vector2Int(1,1);
    public float lineThickness = 0.5f;
    public float width;
    public float height;
    public float unitWidth;
    public float unitHeight;

    public float angleHelp;
    public bool calAngle;

    public Color[] colors;

    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.Clear();
        width = rectTransform.rect.width;
        height = rectTransform.rect.height;

        unitWidth = width / (float)gridSize.x;
        unitHeight = height / (float)gridSize.y;
        if (calAngle)
        {
            angles = new float[pointPos.Length];
        }

        if (pointPos.Length < 2)
        {
            return;
        }

        float angle = 0;

        for (int i = 0; i < pointPos.Length; i++)
        {
            Vector2 point = pointPos[i];

            if (i < pointPos.Length - 1)
            {
                if (calAngle)
                {
                    angle = angles[i] = -GetAngle(pointPos[i],pointPos[i + 1]) + angleHelp;
                }
                else
                {
                    angle = angles[i];
                }
            }
            DrawLine(vh,point,angle);
        }

        int count = pointPos.Length * 2 - 2;
        for (int i = 0; i < count; i += 2)
        {
            vh.AddTriangle(i + 0,i + 1,i + 3);
            vh.AddTriangle(i + 0,i + 2,i + 3);
        }
    }

    public float GetAngle(Vector2 currentPos,Vector2 targetPos) {
        return (float)(Mathf.Atan2(targetPos.y - currentPos.y,targetPos.x - currentPos.x) * (180 / Mathf.PI));
    }

    private void DrawLine(VertexHelper vh,Vector2 point,float angle)
    {
        UIVertex vertex = UIVertex.simpleVert;
        vertex.color = colors[0];

        vertex.position = Quaternion.Euler(0,angle) * new Vector3(-lineThickness,0);
        vertex.position += new Vector3(unitWidth * point.x,unitHeight * point.y);
        vh.AddVert(vertex);

        vertex.color = colors[1];
        vertex.position = Quaternion.Euler(0,angle) * new Vector3(lineThickness,unitHeight * point.y);
        vh.AddVert(vertex);
    }
}

当我像这样统一绘制

https://ibb.co/0MS63Ly

正如你们所看到的,线条粗细不是恒定的。

我如何制作如下图所示的线条?

https://ibb.co/JdhRxqH

解决方法

如果有用,请从 docs 中找到这个改编的脚本来画线。

using UnityEngine;

public class Example : MonoBehaviour
{
    // Draws a line from "startVertex" var to the curent mouse position.
    public Material mat;
    Vector3 startVertex;
    Vector3 mousePos;

    void Start()
    {
        startVertex = Vector3.zero;
    }

    void Update()
    {
        mousePos = Input.mousePosition;
        // Press space to update startVertex
        if (Input.GetKeyDown(KeyCode.Space))
        {
            startVertex = new Vector3(mousePos.x / Screen.width,mousePos.y / Screen.height,0);
        }
    }

    void OnPostRender()
    {
        if (!mat)
        {
            Debug.LogError("Please Assign a material on the inspector");
            return;
        }
        GL.PushMatrix();
        mat.SetPass(0);
        GL.LoadOrtho();

        GL.Begin(GL.LINES);
        GL.Color(Color.red);
        //GL.Vertex(startVertex);
        //GL.Vertex(new Vector3(mousePos.x / Screen.width,0));
        
        GL.Vertex(new Vector3(0,0));
        GL.Vertex(new Vector3(0.3f,0.3f,0f));

        GL.Vertex(new Vector3(0.3f,0f));
        GL.Vertex(new Vector3(0.3f,0.5f,0f));
        GL.Vertex(new Vector3(0.7f,0f));

        GL.End();

        GL.PopMatrix();
    }
}

检查您需要如何在屏幕坐标中插入每对点。请注意,Unity 对附加到与启用的相机组件相同的游戏对象的 MonoBehaviour 调用 OnPostRender,因此您需要在此处附加此脚本才能使其工作。

找到红线的截图:

enter image description here

如果您可能需要在世界空间的场景中绘制点,您可以获得 The Size of the Frustum at a Given Distance from the Camera 将您需要的点转换为屏幕空间。

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