using UnityEngine;
using System.Collections;
/* ==============================================================================
* 功能描述:测试Mesh创建
* 创 建 者:cjunhong
* Q Q :327112182
* 创建日期:2014/11/26 11:23:58
* ==============================================================================*/
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TestMesh : MonoBehaviour {
public float radius = 2;
public float angleDegree = 100;
public int segments = 10;
public int angleDegreePrecision = 1000;
public int radiusPrecision = 1000;
private MeshFilter meshFilter;
private SectorMeshCreator creator = new SectorMeshCreator();
[ExecuteInEditMode]
private void Awake()
{
meshFilter = GetComponent<MeshFilter>();
}
private void Update()
{
meshFilter.mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
}
void OnDrawGizmos()
{
Gizmos.color = Color.gray;
DrawMesh();
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
DrawMesh();
}
private void DrawMesh()
{
Mesh mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
int[] tris = mesh.triangles;
for (int i = 0; i < tris.Length; i+=3)
{
Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 1]]));
Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 2]]));
Gizmos.DrawLine(convert2World(mesh.vertices[tris[i+1]]), convert2World(mesh.vertices[tris[i + 2]]));
}
}
private Vector3 convert2World(Vector3 src)
{
return transform.TransformPoint(src);
}
private class SectorMeshCreator
{
private float radius;
private float angleDegree;
private int segments;
private Mesh cacheMesh ;
/// <summary>
/// 创建一个扇形Mesh
/// </summary>
/// <param name="radius">扇形半价</param>
/// <param name="angleDegree">扇形角度</param>
/// <param name="segments">扇形弧线分段数</param>
/// <param name="angleDegreePrecision">扇形角度精度(在满足精度范围内,认为是同个角度)</param>
/// <param name="radiusPrecision">
/// <pre>
/// 扇形半价精度(在满足半价精度范围内,被认为是同个半价)。
/// 比如:半价精度为1000,则:1.001和1.002不被认为是同个半径。因为放大1000倍之后不相等。
/// 如果半价精度设置为100,则1.001和1.002可认为是相等的。
/// </pre>
/// </param>
/// <returns></returns>
public Mesh CreateMesh(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
{
if (checkDiff(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision))
{
Mesh newMesh = Create(radius, angleDegree, segments);
if (newMesh != null)
{
cacheMesh = newMesh;
this.radius = radius;
this.angleDegree = angleDegree;
this.segments = segments;
}
}
return cacheMesh;
}
private Mesh Create(float radius, float angleDegree, int segments)
{
if (segments == 0)
{
segments = 1;
#if UNITY_EDITOR
Debug.Log("segments must be larger than zero.");
#endif
}
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[3 + segments - 1];
vertices[0] = new Vector3(0, 0, 0);
float angle = Mathf.Deg2Rad * angleDegree;
float currAngle = angle / 2;
float deltaAngle = angle / segments;
for (int i = 1; i < vertices.Length; i++)
{
vertices[i] = new Vector3(Mathf.Cos(currAngle) * radius, 0, Mathf.Sin(currAngle) * radius);
currAngle -= deltaAngle;
}
int[] triangles = new int[segments * 3];
for (int i = 0, vi = 1; i < triangles.Length; i += 3, vi++)
{
triangles[i] = 0;
triangles[i + 1] = vi;
triangles[i + 2] = vi + 1;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < uvs.Length; i++)
{
uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
}
mesh.uv = uvs;
return mesh;
}
private bool checkDiff(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
{
return segments != this.segments || (int)((angleDegree - this.angleDegree) * angleDegreePrecision) != 0 ||
(int)((radius - this.radius) * radiusPrecision) != 0;
}
}
}
创建一个扇形Mesh
最新推荐文章于 2024-08-01 23:28:12 发布