Version: 2022.1
public void Simplify (float tolerance);

参数

tolerance 此值用于计算应从线中删除的点。值越高,生成的线越简单(点越少)。接近于零的正值会生成几乎没什么缩减的线。零或更小的值不起作用。

描述

通过删除处于指定公差内的点来生成原始线的简化版本。

使用 LineUtility.Simplify 可执行线简化。

此示例说明如何简化现有线:

using UnityEngine;

// This example shows how to apply line simplification to a line that already contains points. [RequireComponent(typeof(LineRenderer))] public class SimpleExampleLineRenderer : MonoBehaviour { public float tolerance = 1; void Start() { var lineRenderer = GetComponent<LineRenderer>(); int pointsBefore = lineRenderer.positionCount; lineRenderer.Simplify(tolerance); Debug.Log("Line reduced from " + pointsBefore + " to " + lineRenderer.positionCount); } }

此示例生成正弦波形的线,并提供一个 GUI 用于自定义线生成和简化参数。

using System.Collections.Generic;
using UnityEngine;

// This example creates a sine wave and then simplifies it using LineRenderer.Simplify. // The parameters can be adjusted through an in game GUI to allow for experimentation. [RequireComponent(typeof(LineRenderer))] public class LineRendererExample : MonoBehaviour { public int numberOfPoints = 1000; public float length = 50; public float waveHeight = 10; public float tolerance = 0.1f;

private LineRenderer lineRenderer; private List<Vector3> points = new List<Vector3>(); // Generated points before Simplify is used.

public void Start() { lineRenderer = GetComponent<LineRenderer>(); GeneratePoints(); }

// Generates the sine wave points. public void GeneratePoints() { points.Clear(); float halfWaveHeight = waveHeight * 0.5f; float step = length / numberOfPoints; for (int i = 0; i < numberOfPoints; ++i) { points.Add(new Vector3(i * step, Mathf.Sin(i * step) * halfWaveHeight, 0)); } lineRenderer.SetPositions(points.ToArray()); }

// Draw a simple GUI slider with a label. private static float GUISlider(string label, float value, float min, float max) { GUILayout.BeginHorizontal(GUILayout.Width(Screen.width / 2.0f)); GUILayout.Label(label + "(" + value + ") :", GUILayout.Width(150)); var val = GUILayout.HorizontalSlider(value, min, max); GUILayout.EndHorizontal(); return val; }

public void OnGUI() { GUILayout.Label("LineRenderer.Simplify", GUI.skin.box);

// We use GUI.changed to detect if a value was changed via the GUI, if it has we can then re-generate the points and simplify the line again. GUI.changed = false;

numberOfPoints = (int)GUISlider("Number of Points", numberOfPoints, 0, 1000); length = GUISlider("Length", length, 0, 100); waveHeight = GUISlider("Wave Height", waveHeight, 0, 100); if (GUI.changed) GeneratePoints();

tolerance = GUISlider("Simplify Tolerance", tolerance, 0, 2); if (GUI.changed) lineRenderer.Simplify(tolerance);

float percentRemoved = 100.0f - ((float)lineRenderer.positionCount / numberOfPoints) * 100.0f; if (tolerance > 0.0f) GUILayout.Label("Points after simplification: " + lineRenderer.positionCount + "(Removed " + percentRemoved.ToString("##.##") + "%)"); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961