Autodesk Forge 2D Viewer:线条起止点获取、2D转3D坐标及自定义线条替换
Hey there, let's break down your problems and walk through actionable solutions for each part:
1. How to Get Start/End Points & Geometric Data of Line/Spine
The exact approach depends on the framework you're using (like Unity, Three.js, etc.), but here are common methods for the most popular tools:
For Line Renderers (e.g., Unity's LineRenderer)
If you're working with a standard LineRenderer component, extracting its points is straightforward:
- First, reference the LineRenderer component on your model object. Make sure to include disabled components if needed using
GetComponentInChildren<LineRenderer>(true). - Use the
GetPositions()method to retrieve all Vector3 points along the line:LineRenderer line = GetComponent<LineRenderer>(); Vector3[] linePoints = new Vector3[line.positionCount]; line.GetPositions(linePoints); // Get start and end points Vector3 startPoint = linePoints[0]; Vector3 endPoint = linePoints[linePoints.Length - 1]; - If the line uses world space vs. local space, adjust with
Transform.TransformPoint()orTransform.InverseTransformPoint()as needed.
For Spine Skeleton Lines
If you're dealing with a Spine-generated line/spine attachment:
- Access the Spine
Skeletoncomponent, then find the relevantSlotandPathAttachment:SkeletonAnimation skeletonAnim = GetComponent<SkeletonAnimation>(); Slot lineSlot = skeletonAnim.Skeleton.FindSlot("your-line-slot-name"); PathAttachment linePath = lineSlot.Attachment as PathAttachment; if (linePath != null) { // Get raw vertex data (convert to Vector3 using skeleton's world transform) float[] rawVertices = linePath.Vertices; List<Vector3> worldPoints = new List<Vector3>(); for (int i = 0; i < rawVertices.Length; i += 2) { Vector2 localPoint = new Vector2(rawVertices[i], rawVertices[i+1]); Vector3 worldPoint = skeletonAnim.transform.TransformPoint(localPoint); worldPoints.Add(worldPoint); } // Start and end points are the first and last entries in worldPoints } - Note: Spine's path data is often in local skeleton space, so you'll need to convert it to world space using the skeleton's transform.
2. Replacing the Line with Geometry in 2D View
Replacing a line with a custom 2D geometry (like a filled shape or sprite) works by generating a mesh that follows the line's path. Here's a simplified workflow:
Step 1: Generate a Custom Mesh Along the Line
Using the line points you extracted earlier, create a mesh that forms a "strip" along the line:
- Calculate the direction vector of each line segment.
- Create perpendicular vectors to define the width of your geometry.
- Build a list of vertices that form the top and bottom edges of the strip.
- Assign triangles to connect the vertices into a filled shape.
Example code snippet for Unity 2D:
public Mesh GenerateLineGeometry(Vector3[] linePoints, float lineWidth) { Mesh mesh = new Mesh(); List<Vector3> vertices = new List<Vector3>(); List<int> triangles = new List<int>(); for (int i = 0; i < linePoints.Length - 1; i++) { Vector3 currentPoint = linePoints[i]; Vector3 nextPoint = linePoints[i+1]; Vector3 direction = (nextPoint - currentPoint).normalized; Vector3 perpendicular = new Vector3(-direction.y, direction.x, 0) * (lineWidth / 2); // Add top and bottom vertices for this segment vertices.Add(currentPoint + perpendicular); vertices.Add(currentPoint - perpendicular); vertices.Add(nextPoint + perpendicular); vertices.Add(nextPoint - perpendicular); // Add triangles to form the quad int vIndex = i * 4; triangles.Add(vIndex); triangles.Add(vIndex + 1); triangles.Add(vIndex + 2); triangles.Add(vIndex + 2); triangles.Add(vIndex + 1); triangles.Add(vIndex + 3); } mesh.vertices = vertices.ToArray(); mesh.triangles = triangles.ToArray(); mesh.RecalculateNormals(); return mesh; }
Step 2: Assign the Mesh to a 2D Object
- Create a GameObject with a
MeshFilterandMeshRenderer(use a 2D material for proper rendering). - Assign the generated mesh to the
MeshFilter.meshproperty. - Position the object to match the original line's location.
Quick Troubleshooting Tips
- If you can't find the Line/Spine component: Double-check if it's attached to a child object, or if it's created dynamically at runtime (you'll need to access it after it's spawned).
- If points are incorrect: Verify whether the component uses local or world space coordinates, and adjust your transform logic accordingly.
- For Spine-specific issues: Ensure you're using the latest Spine runtime and referencing the correct slot/attachment names from your Spine project.
内容的提问来源于stack exchange,提问作者Ronak Shetiya

