startPosition | 贝塞尔曲线的起点。 |
endPosition | 贝塞尔曲线的终点。 |
startTangent | 贝塞尔曲线的起始切线。 |
endTangent | 贝塞尔曲线的终点切线。 |
color | 要用于贝塞尔曲线的颜色。 |
texture | 要用于绘制贝塞尔曲线的纹理。 |
width | 贝塞尔曲线的宽度。 |
绘制通过给定切线的起点和终点的纹理化贝塞尔曲线。
注意:要获得抗锯齿效果,请使用 1x2 像素(一个透明的白色像素和一个不透明的白色像素)的纹理。贝塞尔曲线将使用此纹理擦除。
**注意**:如果您希望拥有恒定屏幕大小的手柄,请使用 HandleUtility.GetHandleSize。
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场景视图中的贝塞尔曲线。
using UnityEditor; using UnityEngine;
[CustomEditor(typeof(BezierExample))] public class DrawBezierExample : Editor { void OnSceneGUI() { BezierExample be = target as BezierExample;
be.startPoint = Handles.PositionHandle(be.startPoint, Quaternion.identity); be.endPoint = Handles.PositionHandle(be.endPoint, Quaternion.identity); be.startTangent = Handles.PositionHandle(be.startTangent, Quaternion.identity); be.endTangent = Handles.PositionHandle(be.endTangent, Quaternion.identity);
// Visualize the tangent lines Handles.DrawDottedLine(be.startPoint, be.startTangent, 5); Handles.DrawDottedLine(be.endPoint, be.endTangent, 5);
Handles.DrawBezier(be.startPoint, be.endPoint, be.startTangent, be.endTangent, Color.red, null, 5f); } }
附加到此手柄的脚本:
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