Mesh

简介

所有图形都是三角形组成的,绘制包括三部分

  • vertices:图形的所有顶点坐标
  • triangles:图形的绘制顺序,选三个顶点组成一个三角形,顺序必须顺时针,逆时针会绘制在背面
  • uv:材质的贴图要和图形对应,uv左下角(0,0),右上角(1,1),就是将每一个顶点坐标对应到贴图上,可先将顶点坐标移至正右上角区域,然后进行比例缩放到1

实例

  • 三角形 正方形

    //3
        Vector3[] v_3 = new Vector3[] {
            new Vector3(1, 1, 0),
            new Vector3(0, 0, 0),
            new Vector3(0, 1, 0)
        };
    
        int[] t_3 = new int[] {
            0,1,2
        };
    
        Vector2[] uv_3 = new Vector2[] {
            new Vector2(1,1),
            new Vector2(0,0),
            new Vector2(0,1),
        };
    
        //4
        Vector3[] v_4 = new Vector3[] {
            new Vector3(1, 1, 0),
            new Vector3(1, 0, 0),
            new Vector3(0, 0, 0),
            new Vector3(0, 1, 0)
        };
    
        int[] t_4 = new int[] {
            0,2,3,
            1,2,3
        };
    
        Vector2[] uv_4 = new Vector2[] {
            new Vector2(1,1),
            new Vector2(1,0),
            new Vector2(0,0),
            new Vector2(0,1),
        };
    
        void Start()
        {
            Creater("obj3", v_3, t_3, uv_3, Mat.Green);
            Creater("obj4", v_4, t_4, uv_4, Mat.Red);
        }
        
         void Creater(string name, Vector3[] ver, int[] tri, Vector2[] uv, Mat mat)
        {
            GameObject obj = new GameObject();
            obj.name = name;
            obj.transform.localPosition = Vector3.zero;
            obj.transform.localScale = Vector3.one;
            obj.transform.localRotation = Quaternion.identity;
    
            obj.AddComponent<MeshFilter>();
            Mesh mesh = obj.GetComponent<MeshFilter>().mesh;
            mesh.Clear();
    
            mesh.vertices = ver;
            mesh.triangles = tri;
    
            obj.AddComponent<MeshRenderer>();
            obj.GetComponent<MeshRenderer>().material = mats[(int)mat];
            mesh.uv = uv;
        }
  • 圆形,由圆心与圆上点组成三角形

    void CreateCircle(Vector2 center, float r, int num)
        {
            GameObject obj = new GameObject();
            obj.name = "circle";
            obj.transform.localPosition = CreatePos * CreateNum;
            obj.transform.localScale = Vector3.one;
            obj.transform.localRotation = Quaternion.identity;
            CreateNum += 1;
    
            obj.AddComponent<MeshFilter>();
            Mesh mesh = obj.GetComponent<MeshFilter>().mesh;
            mesh.Clear();
    
            Vector3[] ver = new Vector3[num + 1];
            int[] tri = new int[3 * num];
            Vector2[] uv = new Vector2[num + 1];
    
            float deltaAngle = 360 / num;
            ver[num] = (Vector3)center;
    
            for (int i = 0; i < num; i++)
            {
                float angle = (90 - i * deltaAngle) * Mathf.Deg2Rad;
                ver[i] = new Vector3(r * Mathf.Cos(angle) + center.x, r * Mathf.Sin(angle) + center.y, 0);
    
                tri[i * 3] = i;
                if (i == num - 1) tri[i * 3 + 1] = 0;
                else tri[i * 3 + 1] = i + 1;
                tri[i * 3 + 2] = num;
            }
            mesh.vertices = ver;
            mesh.triangles = tri;
    
            obj.AddComponent<MeshRenderer>();
            obj.GetComponent<MeshRenderer>().material = mats[1];
            for (int i = 0; i < ver.Length; i++)
            {
                uv[i] = new Vector2(ver[i].x - center.x + r, ver[i].y - center.y + r)/2/r;
            }
            mesh.uv = uv;
        }
  • 电风扇型

    void CreateCircle1(Vector2 center, float r, int num)
        {
            GameObject obj = new GameObject();
            obj.name = "circle1";
            obj.transform.localPosition = CreatePos * CreateNum;
            obj.transform.localScale = Vector3.one;
            obj.transform.localRotation = Quaternion.identity;
            CreateNum += 1;
    
            obj.AddComponent<MeshFilter>();
            Mesh mesh = obj.GetComponent<MeshFilter>().mesh;
            mesh.Clear();
    
            Vector3[] ver = new Vector3[num + 1];
            int[] tri = new int[3 * num];
            Vector2[] uv = new Vector2[num + 1];
    
            float deltaAngle = 360 / num;
            ver[num] = (Vector3)center;
    
            for (int i = 0; i < num; i++)
            {
                float angle = (90 - i * deltaAngle) * Mathf.Deg2Rad;
                ver[i] = new Vector3(r * Mathf.Cos(angle) + center.x, r * Mathf.Sin(angle) + center.y, 0);
    
                if (i % 2 == 1)
                {
                    tri[i * 3] = num;
                    tri[i * 3 + 1] = num;
                    tri[i * 3 + 2] = num;
                }
                else
                {
                    tri[i * 3] = i;
                    if (i == num - 1) tri[i * 3 + 1] = 0;
                    else tri[i * 3 + 1] = i + 1;
                    tri[i * 3 + 2] = num;
                }
            }
    
            mesh.vertices = ver;
            mesh.triangles = tri;
    
            obj.AddComponent<MeshRenderer>();
            obj.GetComponent<MeshRenderer>().material = mats[1];
            for (int i = 0; i < ver.Length; i++)
            {
                uv[i] = new Vector2(ver[i].x - center.x + r, ver[i].y - center.y + r) / 2 / r;
            }
            mesh.uv = uv;
        }
  • 圆环,有一个个小梯形组成,每个梯形又可以由两个三角形组成

    void CreateCircle2(Vector2 center, float r1, float r2, int num)
        {
            GameObject obj = new GameObject();
            obj.name = "circle2";
            obj.transform.localPosition = CreatePos * CreateNum;
            obj.transform.localScale = Vector3.one;
            obj.transform.localRotation = Quaternion.identity;
            CreateNum += 1;
    
            obj.AddComponent<MeshFilter>();
            Mesh mesh = obj.GetComponent<MeshFilter>().mesh;
            mesh.Clear();
    
            Vector3[] ver = new Vector3[num * 2];
            int[] tri = new int[3 * num * 2];
            Vector2[] uv = new Vector2[num * 2];
    
            float deltaAngle = 360 / num;
    
            for (int i = 0; i < num; i++)
            {
                float angle = (90 - i * deltaAngle) * Mathf.Deg2Rad;
                ver[i] = new Vector3(r1 * Mathf.Cos(angle) + center.x, r1 * Mathf.Sin(angle) + center.y, 0);
                ver[i + num] = new Vector3(r2 * Mathf.Cos(angle) + center.x, r2 * Mathf.Sin(angle) + center.y, 0);
    
                //连接处
                if (i == num - 1)
                {
                    tri[i * 3 * 2] = i;
                    tri[i * 3 * 2 + 1] = 0;
                    tri[i * 3 * 2 + 2] = num;
                    tri[i * 3 * 2 + 3] = i;
                    tri[i * 3 * 2 + 4] = num;
                    tri[i * 3 * 2 + 5] = i + num;
                }
                else
                {
                    tri[i * 3 * 2] = i;
                    tri[i * 3 * 2 + 1] = i + 1;
                    tri[i * 3 * 2 + 2] = i + 1 + num;
                    tri[i * 3 * 2 + 3] = i;
                    tri[i * 3 * 2 + 4] = i + 1 + num;
                    tri[i * 3 * 2 + 5] = i + num;
                }
            }
            mesh.vertices = ver;
            mesh.triangles = tri;
    
            obj.AddComponent<MeshRenderer>();
            obj.GetComponent<MeshRenderer>().material = mats[1];
            for (int i = 0; i < ver.Length; i++)
            {
                uv[i] = new Vector2(ver[i].x - center.x + r1, ver[i].y - center.y + r1) / 2 / r1;
            }
            mesh.uv = uv;
        }
  • 圆弧形

    void Creater(float r1, float r2, float angle)
        {
            GameObject obj = new GameObject();
            obj.transform.parent = gameObject.transform;
            obj.transform.localPosition = Vector3.zero;
            obj.transform.localScale = Vector3.one;
            obj.transform.localRotation = Quaternion.identity;
    
            obj.AddComponent<MeshFilter>();
            Mesh mesh = obj.GetComponent<MeshFilter>().mesh;
            mesh.Clear();
    
            //默认一圈分割成60份,6度一份
            float deltaAngle = 6;
    
            int num = Mathf.CeilToInt(angle * 2 / 2 / deltaAngle) + 1;  //5
            Vector3[] ver = new Vector3[num * 2]; //10
            int[] tri = new int[(num - 1) * 2 * 3];
            for (int i = 0; i < num; i++)
            {
                float rad = (i * deltaAngle - angle / 2) * Mathf.Deg2Rad;
                ver[i] = new Vector3(r1 * Mathf.Cos(rad), 0, r1 * Mathf.Sin(rad));
                ver[i + num] = new Vector3(r2 * Mathf.Cos(rad), 0, r2 * Mathf.Sin(rad));
                if (i == num - 1)
                {
                    continue;
                }
                else
                {
                    tri[i * 3 * 2] = i + 1 + num;
                    tri[i * 3 * 2 + 1] = i + 1;
                    tri[i * 3 * 2 + 2] = i;
                    tri[i * 3 * 2 + 3] = i + num;
                    tri[i * 3 * 2 + 4] = i + 1 + num;
                    tri[i * 3 * 2 + 5] = i;
                }
            }
    
            mesh.vertices = ver;
            mesh.triangles = tri;
    
            Material material = new Material(Shader.Find("Diffuse"));
            material.SetColor("_Color", Color.white);
            obj.AddComponent<MeshRenderer>();
            obj.GetComponent<MeshRenderer>().material = material;
    
            obj.AddComponent<MeshCollider>();
        }

总结

参考

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