刀光拖尾的实现方式主要有两种:一种是美术使用MAX工具制作的特效实现的,也就是美术根据动作调的特效,这个特效是不跟随动作的,只是角色做动作时播放一下特效而已,按照这种方式实现的特效扩展起来非常麻烦,动作只要改动,对应的特效也随之改动,效果如下图所示:
另一种方式是使用曲线插值实现的,它是获取到动作取样点然后带入曲线公式进行插值处理,这种实现方式可以不拘于动作的表现,
直接用代码动态去绘制的,它是跟随动作一起运动的,纹理贴图可以随意更换,而且更易于扩展,效果非常好,当然也可以不用插值实现
,直接通过采样点进行动态绘制,效果如下所示:
笔者以前做端游时,实现过刀光拖尾算法,当时在游戏公司使用的游戏引擎还不完善,很多功能都需要去开发或者完善。引擎的刀光拖尾算法也
需要完成,笔者负责实现刀光的拖尾算法,刚开始我选择的插值算法是贝塞尔曲线,结果插值的效果感觉不很理想,当然使用贝塞尔曲线也是
可以解决问题的,最终选择了B样条曲线插值。下面把我当时实现思路给读者解释一下:角色拿着武器在挥动的过程中是通过动作取样函数获取
到武器挥动时的一系列点。这些点作为关键点带入B样条曲线公式中,关键点之间可以等分成10段或者是多段,这样可以让曲线更加平滑了。
另外要实现刀光的淡入淡出效果,动作取样的关键点可以通过时间控制其产生和消失,这个是跟随动作实现的。
下面介绍一下,使用Unity实现的刀光拖尾,网上也有相关的资料,该拖尾的实现方式并没有使用线性插值,只是将取样点连成三角形面片
然后将材质赋到三角面片上,再根据时间控制其销毁。代码实现的主要思路是先把取样点存入到列表中,再根据这些取样点绘制成三角面片。
最后根据时间对其做淡入淡出效果,先给读者展示的函数是将取样点添加到List表中,函数如下所示:
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public void Itterate(float itterateTime)
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{
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position = transform.position;
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now = itterateTime;
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// Add a new trail section
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if (sections.Count == 0 || (sections[0].point - position).sqrMagnitude > minDistance * minDistance) {
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TronTrailSection section = new TronTrailSection();
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section.point = position;
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if (alwaysUp)
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section.upDir = Vector3.up;
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else
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section.upDir = transform.TransformDirection(Vector3.up);
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section.time = now;
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sections.Insert(0, section);
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}
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}
接下来就是动作取样了,动作取样是关键点的获取,函数如下所示:
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<spanstyle="white-space:pre"></span>void RunAnimations ()
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{
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//
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if (t > 0) {
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eulerAngles = transform.eulerAngles;
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position = transform.position;
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while (tempT < t) {
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tempT += animationIncrement;
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for (int i = 0; i <fadingStates.Count; i++) {
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if (FadeOutAnimation (fadingStates[i], animationIncrement)) {
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fadingStates.RemoveAt (i);
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i--;
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}
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}
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if (currentState != null)
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FadeInCurrentState (animationIncrement);
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//
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m = tempT / t;
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transform.eulerAngles = new Vector3(Mathf.LerpAngle(lastEulerAngles.x, eulerAngles.x, m),Mathf.LerpAngle(lastEulerAngles.y, eulerAngles.y, m),Mathf.LerpAngle(lastEulerAngles.z, eulerAngles.z, m));
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transform.position = Vector3.Lerp(lastPosition, position, m);
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//
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// ** Samples the animation at that moment
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//
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animation.Sample ();
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//
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// ** Adds the information to the WeaponTrail
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//
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for (int j = 0; j <trails.Count; j++) {
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if (trails[j].time > 0) {
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trails[j].Itterate (Time.time - t + tempT);
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} else {
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trails[j].ClearTrail ();
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}
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}
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}
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//
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// ** End of loop
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//
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tempT -= t;
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//
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// ** Sets the position and rotation to what they were originally
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transform.position = position;
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transform.eulerAngles = eulerAngles;
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lastPosition = position;
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lastEulerAngles = eulerAngles;
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//
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// ** Finally creates the meshes for the WeaponTrails (one per frame)
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//
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for (int j = 0; j <trails.Count; j++) {
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if (trails[j].time > 0) {
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trails[j].UpdateTrail (Time.time, t);
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}
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}
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}
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}
取样点完成后,开始更新刀光拖尾函数了,函数代码如下所示:
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publicvoid UpdateTrail(float currentTime, float deltaTime)
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{
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<span style="white-space:pre"> </span>// ** call once a frame **
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// Rebuild the mesh
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mesh.Clear();
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//
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// Remove old sections
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while (sections.Count > 0 && currentTime > sections[sections.Count - 1].time + time) {
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sections.RemoveAt(sections.Count - 1);
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}
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// We need at least 2 sections to create the line
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if (sections.Count < 2)
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return;
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//
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vertices = new Vector3[sections.Count * 2];
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colors = new Color[sections.Count * 2];
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uv = new Vector2[sections.Count * 2];
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//
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currentSection = sections[0];
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//
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// Use matrix instead of transform.TransformPoint for performance reasons
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localSpaceTransform = transform.worldToLocalMatrix;
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// Generate vertex, uv and colors
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for (var i = 0; i < sections.Count; i++) {
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//
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currentSection = sections[i];
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// Calculate u for texture uv and color interpolation
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float u = 0.0f;
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if (i != 0)
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u = Mathf.Clamp01((currentTime - currentSection.time) / time);
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//
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// Calculate upwards direction
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Vector3 upDir = currentSection.upDir;
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// Generate vertices
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vertices[i * 2 + 0] = localSpaceTransform.MultiplyPoint(currentSection.point);
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vertices[i * 2 + 1] = localSpaceTransform.MultiplyPoint(currentSection.point + upDir * height);
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uv[i * 2 + 0] = new Vector2(u, 0);
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uv[i * 2 + 1] = new Vector2(u, 1);
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// fade colors out over time
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Color interpolatedColor = Color.Lerp(startColor, endColor, u);
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colors[i * 2 + 0] = interpolatedColor;
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colors[i * 2 + 1] = interpolatedColor;
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}
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// Generate triangles indices
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int[] triangles = newint[(sections.Count - 1) * 2 * 3];
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for (int i = 0; i < triangles.Length / 6; i++) {
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triangles[i * 6 + 0] = i * 2;
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triangles[i * 6 + 1] = i * 2 + 1;
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triangles[i * 6 + 2] = i * 2 + 2;
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triangles[i * 6 + 3] = i * 2 + 2;
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triangles[i * 6 + 4] = i * 2 + 1;
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triangles[i * 6 + 5] = i * 2 + 3;
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}
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// Assign to mesh
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.uv = uv;
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mesh.triangles = triangles;
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//
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// Tween to the desired time
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//
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if (time > desiredTime){
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time -= deltaTime*timeTransitionSpeed;
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if(time <= desiredTime) time = desiredTime;
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} elseif (time < desiredTime){
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time += deltaTime*timeTransitionSpeed;
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if(time >= desiredTime) time = desiredTime;
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}
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}
动作的取样点生成网格效果展示如下所示:
在网格贴上材质后实现的效果如下所示:
拖尾算法实现方式不用曲线插值一样可以实现出来,当然实现插值的方式也是可以实现的。