线条切割

This commit is contained in:
2025-05-02 14:30:04 +08:00
parent 1807699ca5
commit 4f7dece3ca
13 changed files with 306 additions and 95 deletions
@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using AibisDream.Framework;
using AibisDream.Utility;
using Newtonsoft.Json;
@@ -51,7 +52,7 @@ namespace AibisDream.FixSystem
private void Update()
{
if (_cutting && Input.GetMouseButtonDown(0))
if (_cutting && Input.GetMouseButton(0))
{
OnCut();
}
@@ -114,6 +115,7 @@ namespace AibisDream.FixSystem
{
// 打开或获取CutLine
ShowCutLine();
_cutLine.OnCuttingDown += OnCuttingDown;
_cutting = true;
}
@@ -123,6 +125,13 @@ namespace AibisDream.FixSystem
_cutLine.DetectLineClick(mousePos, clickRadius);
}
private void OnCuttingDown()
{
_cutLine.OnCuttingDown -= OnCuttingDown;
_cutting = false;
// TODO 播放切割动画
}
private void ShowCutLine()
{
// 切割线不存在,就新建一个
@@ -132,7 +141,7 @@ namespace AibisDream.FixSystem
var cutLineObj = Instantiate(prefab, transform);
_cutLine = cutLineObj.GetComponent<CutLine>();
}
// 对切割线进行初始化
var shapePoints = new List<Vector2>();
_targetSpriteRenderer.sprite.GetPhysicsShape(0, shapePoints);
@@ -141,8 +150,13 @@ namespace AibisDream.FixSystem
Debug.LogWarning($"{name} has no shape");
return;
}
_cutLine.Init(shapePoints, clickRadius);
// 本地坐标转世界坐标
var shapePointsV3 = shapePoints
.Select(item => _targetSpriteRenderer.transform.TransformPoint(item))
.ToList();
_cutLine.Init(shapePointsV3, clickRadius);
}
#endregion
@@ -51,7 +51,7 @@ namespace AibisDream.FixSystem
private void InitComponentRefs()
{
// 注册数据
StorageSystem.Instance.RegisterData(_data);
// StorageSystem.Instance.RegisterData(_data);
// 处理内部索引
_bodyModuleGroup = transform.Find("Body Module Group")?.gameObject;
+155 -59
View File
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
@@ -6,42 +7,97 @@ namespace AibisDream
{
public class CutLine : MonoBehaviour
{
#region Shader参数
private static readonly int RangeCount = Shader.PropertyToID("_RangeCount");
#endregion
private LineRenderer _lineRenderer;
private Material _lineMaterial;
private Vector2[] _linePoints;
private float[] _normalizedLinePoints;
private float _totalLength;
private Bounds _bounds;
private List<Vector2> _recordedRanges = new();
private static readonly int Ranges = Shader.PropertyToID("_Ranges");
private static readonly int TotalLength = Shader.PropertyToID("_TotalLength");
public event Action OnCuttingDown;
#region
public void Init(List<Vector2> shapePoints, float clickRadius)
public void Init(List<Vector3> shapePoints, float clickRadius)
{
_lineRenderer = GetComponent<LineRenderer>();
if (!_lineRenderer)
{
_lineRenderer = GetComponent<LineRenderer>();
_lineMaterial = _lineRenderer.materials[0];
}
// 按照新点位重绘线条
RedrawLine(shapePoints);
// 清除旧数据
ClearOldData();
// 生成归一化点
NormalizePoints(shapePoints);
// 按照新点位重绘线条
RedrawLine(shapePoints);
// 生成基本的包围盒
GeneBoundingBox(clickRadius);
ClearRecordedRanges();
}
private void RedrawLine(List<Vector2> shapePoints)
private void ClearOldData()
{
var linePoints = shapePoints.Select(item => new Vector3(item.x, item.y, 0)).ToArray();
_lineRenderer.SetPositions(linePoints);
_recordedRanges.Clear();
_totalLength = 0;
}
private void NormalizePoints(List<Vector2> shapePoints)
private void RedrawLine(List<Vector3> shapePoints)
{
// 画线
var linePoints = shapePoints.ToArray();
_lineRenderer.positionCount = linePoints.Length;
_lineRenderer.SetPositions(linePoints);
// 设置Shader
_lineMaterial.SetFloat(TotalLength, _totalLength);
_lineMaterial.SetInt(RangeCount, 1);
_lineMaterial.SetVectorArray(Ranges, new List<Vector4> {Vector4.zero} );
}
private void UpdateMaterial()
{
if (_recordedRanges.Count <= 0)
{
return;
}
// 将Range组装成Shader可以读取的格式
var ranges = new List<Vector4>();
for (int i = 0; i < _recordedRanges.Count; i += 2)
{
var v1 = _recordedRanges[i];
var v2 = i + 1 < _recordedRanges.Count ? _recordedRanges[i + 1] : Vector2.zero;
var combined = new Vector4(v1.x, v1.y, v2.x, v2.y);
ranges.Add(combined);
}
// 更新线条
_lineMaterial.SetInt(RangeCount, ranges.Count);
_lineMaterial.SetVectorArray(Ranges, ranges);
}
private void NormalizePoints(List<Vector3> shapePoints)
{
// 先生成首尾相连的点,默认Loop
shapePoints.Add(shapePoints[0]);
_linePoints = shapePoints.ToArray();
_linePoints = shapePoints
.Select(item => new Vector2(item.x, item.y))
.ToArray();
float totalLength = 0f;
var segmentLengths = new List<float>();
// 计算总长度和各段长度
@@ -49,21 +105,23 @@ namespace AibisDream
{
var segmentLength = Vector2.Distance(_linePoints[i - 1], _linePoints[i]);
segmentLengths.Add(segmentLength);
totalLength += segmentLength;
_totalLength += segmentLength;
}
// 计算每个点的归一化位置
var normalizedLinePoints = new float[segmentLengths.Count + 1];
normalizedLinePoints[0] = 0f;
var accumulatedLength = 0f;
for (var i = 0; i < segmentLengths.Count; i++)
{
accumulatedLength += segmentLengths[i];
normalizedLinePoints[i + 1] = accumulatedLength / totalLength;
normalizedLinePoints[i + 1] = accumulatedLength / _totalLength;
}
_normalizedLinePoints = normalizedLinePoints;
}
private void GeneBoundingBox(float clickRadius)
{
_bounds = new Bounds();
@@ -71,14 +129,14 @@ namespace AibisDream
{
_bounds.Encapsulate(point);
}
_bounds.Expand(clickRadius * 2);
}
#endregion
#region
public void DetectLineClick(Vector2 clickPosition, float clickRadius)
{
// 先进行包围盒检测,不在包围盒直接返回
@@ -86,7 +144,7 @@ namespace AibisDream
{
return;
}
List<Vector2> newRanges = new List<Vector2>();
// 检查每条线段
@@ -95,24 +153,20 @@ namespace AibisDream
Vector2 start = _linePoints[i - 1];
Vector2 end = _linePoints[i];
// 计算点线段的距离
float distance = DistanceToSegment(clickPosition, start, end);
if (distance <= clickRadius)
// 计算点覆盖线段的范围
if (!TryGetCoverRange(start, end, clickPosition, clickRadius, out var rawRange))
{
// 计算点击影响的范围
float normalizedStart = _normalizedLinePoints[i - 1];
float normalizedEnd = _normalizedLinePoints[i];
// 计算实际影响的范围(考虑点击半径)
float segmentLength = Vector2.Distance(start, end);
float radiusRatio = clickRadius / segmentLength;
float rangeStart = Mathf.Clamp01(normalizedStart - radiusRatio);
float rangeEnd = Mathf.Clamp01(normalizedEnd + radiusRatio);
newRanges.Add(new Vector2(rangeStart, rangeEnd));
// 如果未覆盖直接计算下一段
continue;
}
// 将线段范围转成整体范围
var normalizedStart = _normalizedLinePoints[i - 1];
var normalizedEnd = _normalizedLinePoints[i];
var normalizedDistance = normalizedEnd - normalizedStart;
var range = rawRange * normalizedDistance + new Vector2(normalizedStart, normalizedStart);
newRanges.Add(range);
}
// 合并新检测到的区间
@@ -123,39 +177,76 @@ namespace AibisDream
// 合并所有重叠区间
MergeRanges();
// 判断当前切割有没有割到95%
if (CalcTotalRange() >= 0.95)
{
Debug.Log("cutting All");
OnCuttingDown?.Invoke();
}
// 打印当前所有区间(调试用)
Debug.Log("Current recorded ranges:");
Debug.Log($"rangesCount:{_recordedRanges.Count}");
string log = "Ranges: ";
foreach (Vector2 range in _recordedRanges)
{
Debug.Log($"Range: {range.x} - {range.y}");
log += $"{range.x:F2}-{range.y:F2}; ";
}
Debug.Log(log);
UpdateMaterial();
}
private float DistanceToSegment(Vector2 point, Vector2 segmentStart, Vector2 segmentEnd)
private bool TryGetCoverRange(Vector2 lineStart, Vector2 lineEnd, Vector2 point, float radius,
out Vector2 rawRange)
{
Vector2 segment = segmentEnd - segmentStart;
Vector2 pointToStart = point - segmentStart;
float dotProduct = Vector2.Dot(pointToStart, segment);
// 检查点是否在线段的投影范围内
if (dotProduct <= 0)
// 计算线段方向向量和长度
Vector2 lineDir = lineEnd - lineStart;
float lineLength = lineDir.magnitude;
// 如果线段长度为零(两个端点重合)
if (Mathf.Approximately(lineLength, 0f))
{
return Vector2.Distance(point, segmentStart);
// 检查点是否覆盖了这个点
var distance = Vector2.Distance(lineStart, point);
rawRange = distance <= radius ? new Vector2(0f, 1f) : default;
return distance <= radius;
}
// 计算点到线段所在直线距离
Vector2 lineDirNormalized = lineDir / lineLength; // 归一化方向向量
Vector2 pointToStart = point - lineStart; // 计算点到线段起点的向量
float projection = Vector2.Dot(pointToStart, lineDirNormalized); // 计算投影长度(点在线段上的投影位置)
float closestT = Mathf.Clamp01(projection / lineLength); // 计算实际最近点在线段上的比例位置
Vector2 closestPoint = lineStart + closestT * lineDir; // 计算最近点坐标
float distanceToLine = Vector2.Distance(point, closestPoint); // 计算点到最近点的距离
// 如果距离大于半径,完全没有覆盖
if (distanceToLine > radius)
{
rawRange = default;
return false;
}
// 计算覆盖范围
float halfCoveredLength = Mathf.Sqrt(radius * radius - distanceToLine * distanceToLine); // 计算实际覆盖的线段长度(勾股定理)
float startCoverage = (projection - halfCoveredLength) / lineLength;
float endCoverage = (projection + halfCoveredLength) / lineLength; // 计算覆盖的起点和终点比例
startCoverage = Mathf.Clamp01(startCoverage);
endCoverage = Mathf.Clamp01(endCoverage); // 限制在0-1范围内
// 如果起点和终点相同,表示只覆盖了一个点
if (Mathf.Approximately(startCoverage, endCoverage))
{
rawRange = default;
return false;
}
float segmentLengthSquared = segment.sqrMagnitude;
if (dotProduct >= segmentLengthSquared)
{
return Vector2.Distance(point, segmentEnd);
}
// 计算垂直距离
return Mathf.Abs(segmentStart.y * segmentEnd.x - segmentStart.x * segmentEnd.y +
point.x * (segmentStart.y - segmentEnd.y) +
point.y * (segmentEnd.x - segmentStart.x)) /
Mathf.Sqrt(segmentLengthSquared);
rawRange = new Vector2(startCoverage, endCoverage);
return true;
}
private void MergeRanges()
@@ -173,7 +264,7 @@ namespace AibisDream
Vector2 nextRange = _recordedRanges[i];
// 检查是否有重叠或相邻
if (nextRange.x <= currentRange.y)
if (nextRange.x - currentRange.y <= 0.05f)
{
// 合并区间
currentRange.y = Mathf.Max(currentRange.y, nextRange.y);
@@ -188,7 +279,12 @@ namespace AibisDream
mergedRanges.Add(currentRange);
_recordedRanges = mergedRanges;
}
private float CalcTotalRange()
{
return _recordedRanges.Select(item => item.y - item.x).Sum();
}
#endregion
// 获取当前所有记录的范围(0-1之间的值)
@@ -49,7 +49,7 @@ namespace AibisDream.FixSystem
_trigger = GetComponent<EventTriggerEx>();
// 处理插头高亮
_sprite.material.SetFloat(ShineFade, GlobalVariableKit.IsPlugHighLight ? 1 : 0);
// _sprite.material.SetFloat(ShineFade, GlobalVariableKit.IsPlugHighLight ? 1 : 0);
}
private void EventRegister()
@@ -97,7 +97,7 @@ namespace AibisDream.FixSystem
_cableSystem.CableRef.SetEndPos(_plugRootPos);
_cableSystem.curSocket?.PlugOut();
AudioManager.Instance.PlaySfx("event:/FollowInput/plugout");
// AudioManager.Instance.PlaySfx("event:/FollowInput/plugout");
_sprite.enabled = true;
if (_cableSystem.curSocket is BodyModule)