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b/Assets/Scripts/Test/Light/RaycastShadowCollider.cs @@ -0,0 +1,82 @@ +using UnityEngine; +using System.Collections.Generic; + +public class RaycastShadowCollider : MonoBehaviour +{ + public Light spotLight; // 聚光灯 + public GameObject shadowCaster; // 投射阴影的物体 + public int rayCount = 36; // 光线数量 + public float maxShadowDistance = 10f; + + private PolygonCollider2D shadowCollider; + + void Start() + { + shadowCollider = GetComponent(); + if (shadowCollider == null) + shadowCollider = gameObject.AddComponent(); + } + + void Update() + { + UpdateShadowCollider(); + } + + void UpdateShadowCollider() + { + List shadowPoints = new List(); + + // 从物体边界点向灯光方向投射光线 + Bounds bounds = shadowCaster.GetComponent().bounds; + Vector3[] boundPoints = GetBoundPoints(bounds); + + foreach (Vector3 point in boundPoints) + { + Vector3 toLight = (spotLight.transform.position - point).normalized; + Ray ray = new Ray(point, toLight); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, maxShadowDistance)) + { + if (hit.collider.gameObject == gameObject) // 击中墙面 + { + // 转换到墙面的局部坐标系 + Vector3 localHit = transform.InverseTransformPoint(hit.point); + shadowPoints.Add(new Vector2(localHit.x, localHit.y)); + } + } + } + + // 对点进行排序,形成凸包 + if (shadowPoints.Count > 2) + { + List convexHull = ComputeConvexHull(shadowPoints); + shadowCollider.SetPath(0, convexHull); + } + } + + Vector3[] GetBoundPoints(Bounds bounds) + { + return new Vector3[] + { + bounds.min, + bounds.max, + new Vector3(bounds.min.x, bounds.min.y, bounds.max.z), + new Vector3(bounds.min.x, bounds.max.y, bounds.min.z), + new Vector3(bounds.max.x, bounds.min.y, bounds.min.z), + new Vector3(bounds.min.x, bounds.max.y, bounds.max.z), + new Vector3(bounds.max.x, bounds.min.y, bounds.max.z), + new Vector3(bounds.max.x, bounds.max.y, bounds.min.z) + }; + } + + // 凸包算法(Graham Scan) + List ComputeConvexHull(List points) + { + if (points.Count < 3) return points; + + // 实现凸包算法... + // 这里可以使用Unity的Collider2D.CreatePrimitive或者第三方库 + return points; // 简化返回 + } +} \ No newline at end of file diff --git a/Assets/Scripts/Test/Light/RaycastShadowCollider.cs.meta b/Assets/Scripts/Test/Light/RaycastShadowCollider.cs.meta new file mode 100644 index 0000000..98b10bd --- /dev/null +++ b/Assets/Scripts/Test/Light/RaycastShadowCollider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21f7e71103c1a5941af3223174264656 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Test/Light/ShadowColliderGenerator.cs b/Assets/Scripts/Test/Light/ShadowColliderGenerator.cs new file mode 100644 index 0000000..d6c97bd --- /dev/null +++ b/Assets/Scripts/Test/Light/ShadowColliderGenerator.cs @@ -0,0 +1,124 @@ +using UnityEngine; +using System.Collections.Generic; + +public class ShadowColliderGenerator : MonoBehaviour +{ + public Camera shadowCamera; // 专门渲染阴影的相机 + public RenderTexture shadowRT; // 渲染纹理 + public LayerMask shadowCasterLayer; // 投射阴影的物体层 + public float colliderPrecision = 0.1f; // 碰撞体精度 + + private Texture2D processedTexture; + private PolygonCollider2D polygonCollider; + + void Start() + { + // 初始化渲染纹理 + shadowRT = new RenderTexture(512, 512, 24); + shadowCamera.targetTexture = shadowRT; + + // 创建处理用的纹理 + processedTexture = new Texture2D(512, 512, TextureFormat.RGB24, false); + + polygonCollider = GetComponent(); + if (polygonCollider == null) + polygonCollider = gameObject.AddComponent(); + } + + void Update() + { + GenerateShadowCollider(); + } + + void GenerateShadowCollider() + { + // 1. 渲染阴影到纹理 + shadowCamera.Render(); + + // 2. 从GPU读取纹理到CPU + RenderTexture.active = shadowRT; + processedTexture.ReadPixels(new Rect(0, 0, shadowRT.width, shadowRT.height), 0, 0); + processedTexture.Apply(); + RenderTexture.active = null; + + // 3. 检测阴影边缘 + List edgePoints = DetectEdges(processedTexture); + + // 4. 转换为世界坐标并设置碰撞体 + if (edgePoints.Count > 2) + { + List worldPoints = ConvertToWorldCoordinates(edgePoints); + polygonCollider.SetPath(0, worldPoints); + } + } + + List DetectEdges(Texture2D texture) + { + List edges = new List(); + Color[] pixels = texture.GetPixels(); + + int width = texture.width; + int height = texture.height; + + // 简单的边缘检测算法 + for (int y = 1; y < height - 1; y += (int)(1f / colliderPrecision)) + { + for (int x = 1; x < width - 1; x += (int)(1f / colliderPrecision)) + { + int index = y * width + x; + + // 检查当前像素与周围像素的差异 + if (IsEdgePixel(pixels, index, width)) + { + edges.Add(new Vector2(x, y)); + } + } + } + + return edges; + } + + bool IsEdgePixel(Color[] pixels, int index, int width) + { + Color current = pixels[index]; + float currentBrightness = current.r + current.g + current.b; + + // 检查上下左右像素 + float[] neighborBrightness = new float[4] + { + pixels[index - 1].r + pixels[index - 1].g + pixels[index - 1].b, // 左 + pixels[index + 1].r + pixels[index + 1].g + pixels[index + 1].b, // 右 + pixels[index - width].r + pixels[index - width].g + pixels[index - width].b, // 下 + pixels[index + width].r + pixels[index + width].g + pixels[index + width].b // 上 + }; + + // 如果当前像素与邻居差异较大,认为是边缘 + float threshold = 0.3f; + for (int i = 0; i < 4; i++) + { + if (Mathf.Abs(currentBrightness - neighborBrightness[i]) > threshold) + return true; + } + + return false; + } + + List ConvertToWorldCoordinates(List texturePoints) + { + List worldPoints = new List(); + Bounds wallBounds = GetComponent().bounds; + + foreach (Vector2 point in texturePoints) + { + // 将纹理坐标转换为墙面局部坐标 + Vector2 localPoint = new Vector2( + point.x / shadowRT.width * wallBounds.size.x - wallBounds.size.x * 0.5f, + point.y / shadowRT.height * wallBounds.size.y - wallBounds.size.y * 0.5f + ); + + worldPoints.Add(localPoint); + } + + return worldPoints; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Test/Light/ShadowColliderGenerator.cs.meta b/Assets/Scripts/Test/Light/ShadowColliderGenerator.cs.meta new file mode 100644 index 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