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BlueArchiveMiniGame/Assets/Scripts/Test/Light/Dynamic3DTo2DCollider.cs

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C#
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2025-10-15 20:13:48 +08:00
using UnityEngine;
using System.Collections.Generic;
public class Dynamic3DTo2DCollider : MonoBehaviour
{
public Camera mainCamera;
public GameObject model3D;
[Range(4, 32)] public int edgeSegments = 16;
void Start()
{
if (mainCamera == null)
mainCamera = Camera.main;
Convert3DTo2DCollider();
}
void Convert3DTo2DCollider()
{
MeshFilter meshFilter = model3D.GetComponent<MeshFilter>();
if (meshFilter == null) return;
// 获取网格的所有顶点
Vector3[] vertices = meshFilter.mesh.vertices;
int[] triangles = meshFilter.mesh.triangles;
// 收集所有在轮廓边缘的顶点
List<Vector2> silhouettePoints = GetSilhouettePoints(vertices, triangles);
if (silhouettePoints.Count > 2)
{
// 创建2D碰撞器
GameObject obj = new GameObject(gameObject.name + "2D");
PolygonCollider2D collider2D = obj.AddComponent<PolygonCollider2D>();
collider2D.points = silhouettePoints.ToArray();
// 禁用3D碰撞器
Collider collider3D = model3D.GetComponent<Collider>();
if (collider3D != null) collider3D.enabled = false;
}
}
List<Vector2> GetSilhouettePoints(Vector3[] vertices, int[] triangles)
{
List<Vector2> screenPoints = new List<Vector2>();
HashSet<Vector2> uniquePoints = new HashSet<Vector2>();
// 转换所有顶点到屏幕空间
for (int i = 0; i < vertices.Length; i++)
{
Vector3 worldPos = model3D.transform.TransformPoint(vertices[i]);
Vector2 screenPos = mainCamera.WorldToScreenPoint(worldPos);
// 只添加在相机前方的点
if (IsInFrontOfCamera(worldPos))
{
uniquePoints.Add(screenPos);
}
}
screenPoints.AddRange(uniquePoints);
// 计算凸包来获得轮廓
return CalculateConvexHull(screenPoints);
}
bool IsInFrontOfCamera(Vector3 worldPos)
{
Vector3 viewportPos = mainCamera.WorldToViewportPoint(worldPos);
return viewportPos.z > 0;
}
// 计算凸包的Graham Scan算法
List<Vector2> CalculateConvexHull(List<Vector2> points)
{
if (points.Count < 3) return points;
// 找到最左下角的点
Vector2 pivot = points[0];
for (int i = 1; i < points.Count; i++)
{
if (points[i].y < pivot.y || (points[i].y == pivot.y && points[i].x < pivot.x))
pivot = points[i];
}
// 按极角排序
points.Sort((a, b) =>
{
float angleA = Mathf.Atan2(a.y - pivot.y, a.x - pivot.x);
float angleB = Mathf.Atan2(b.y - pivot.y, b.x - pivot.x);
if (angleA < angleB) return -1;
if (angleA > angleB) return 1;
// 如果角度相同,按距离排序
float distA = (a - pivot).sqrMagnitude;
float distB = (b - pivot).sqrMagnitude;
return distA.CompareTo(distB);
});
// Graham Scan算法
List<Vector2> hull = new List<Vector2>();
hull.Add(points[0]);
hull.Add(points[1]);
for (int i = 2; i < points.Count; i++)
{
while (hull.Count >= 2)
{
Vector2 a = hull[hull.Count - 2];
Vector2 b = hull[hull.Count - 1];
Vector2 c = points[i];
if (Cross(b - a, c - b) <= 0)
hull.RemoveAt(hull.Count - 1);
else
break;
}
hull.Add(points[i]);
}
return hull;
}
float Cross(Vector2 a, Vector2 b)
{
return a.x * b.y - a.y * b.x;
}
}