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Assets/Scripts/Test/Light/Dynamic3DTo2DCollider.cs
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129
Assets/Scripts/Test/Light/Dynamic3DTo2DCollider.cs
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using UnityEngine;
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using System.Collections.Generic;
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public class Dynamic3DTo2DCollider : MonoBehaviour
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{
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public Camera mainCamera;
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public GameObject model3D;
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[Range(4, 32)] public int edgeSegments = 16;
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void Start()
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{
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if (mainCamera == null)
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mainCamera = Camera.main;
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Convert3DTo2DCollider();
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}
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void Convert3DTo2DCollider()
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{
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MeshFilter meshFilter = model3D.GetComponent<MeshFilter>();
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if (meshFilter == null) return;
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// 获取网格的所有顶点
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Vector3[] vertices = meshFilter.mesh.vertices;
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int[] triangles = meshFilter.mesh.triangles;
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// 收集所有在轮廓边缘的顶点
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List<Vector2> silhouettePoints = GetSilhouettePoints(vertices, triangles);
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if (silhouettePoints.Count > 2)
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{
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// 创建2D碰撞器
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GameObject obj = new GameObject(gameObject.name + "2D");
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PolygonCollider2D collider2D = obj.AddComponent<PolygonCollider2D>();
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collider2D.points = silhouettePoints.ToArray();
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// 禁用3D碰撞器
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Collider collider3D = model3D.GetComponent<Collider>();
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if (collider3D != null) collider3D.enabled = false;
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}
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}
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List<Vector2> GetSilhouettePoints(Vector3[] vertices, int[] triangles)
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{
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List<Vector2> screenPoints = new List<Vector2>();
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HashSet<Vector2> uniquePoints = new HashSet<Vector2>();
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// 转换所有顶点到屏幕空间
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for (int i = 0; i < vertices.Length; i++)
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{
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Vector3 worldPos = model3D.transform.TransformPoint(vertices[i]);
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Vector2 screenPos = mainCamera.WorldToScreenPoint(worldPos);
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// 只添加在相机前方的点
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if (IsInFrontOfCamera(worldPos))
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{
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uniquePoints.Add(screenPos);
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}
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}
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screenPoints.AddRange(uniquePoints);
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// 计算凸包来获得轮廓
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return CalculateConvexHull(screenPoints);
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}
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bool IsInFrontOfCamera(Vector3 worldPos)
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{
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Vector3 viewportPos = mainCamera.WorldToViewportPoint(worldPos);
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return viewportPos.z > 0;
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}
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// 计算凸包的Graham Scan算法
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List<Vector2> CalculateConvexHull(List<Vector2> points)
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{
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if (points.Count < 3) return points;
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// 找到最左下角的点
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Vector2 pivot = points[0];
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for (int i = 1; i < points.Count; i++)
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{
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if (points[i].y < pivot.y || (points[i].y == pivot.y && points[i].x < pivot.x))
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pivot = points[i];
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}
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// 按极角排序
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points.Sort((a, b) =>
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{
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float angleA = Mathf.Atan2(a.y - pivot.y, a.x - pivot.x);
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float angleB = Mathf.Atan2(b.y - pivot.y, b.x - pivot.x);
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if (angleA < angleB) return -1;
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if (angleA > angleB) return 1;
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// 如果角度相同,按距离排序
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float distA = (a - pivot).sqrMagnitude;
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float distB = (b - pivot).sqrMagnitude;
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return distA.CompareTo(distB);
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});
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// Graham Scan算法
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List<Vector2> hull = new List<Vector2>();
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hull.Add(points[0]);
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hull.Add(points[1]);
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for (int i = 2; i < points.Count; i++)
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{
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while (hull.Count >= 2)
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{
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Vector2 a = hull[hull.Count - 2];
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Vector2 b = hull[hull.Count - 1];
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Vector2 c = points[i];
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if (Cross(b - a, c - b) <= 0)
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hull.RemoveAt(hull.Count - 1);
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else
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break;
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}
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hull.Add(points[i]);
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}
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return hull;
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}
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float Cross(Vector2 a, Vector2 b)
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{
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return a.x * b.y - a.y * b.x;
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}
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}
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