[Unity实战]自定义mesh

参考链接:http://blog.csdn.net/zuoyamin/article/details/9287507


对于自定义mesh,有三点很重要:

1.顶点个数=三角形数+2;三角形顶点数=3*三角形数

2.顶点创建的顺序最好是顺时针或者逆时针创建的,这样可以大大地减少算法的复杂度

3.顶点绘制的顺序必须是顺时针或者逆时针绘制的,这样才能正确地绘制以顶点为边界点的图形,顶点绘制的顺序参考mesh.triangles


using UnityEngine;
using System.Collections;

[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class CustomMesh : MonoBehaviour {

}

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;

//使用前最好先锁定Inspector面板!
[CustomEditor(typeof(CustomMesh))]  
public class CustomMeshEditor : Editor {

    private List<Vector3> vertices = new List<Vector3>();
    private int[] triangles;

    void OnSceneGUI()
    {
        CustomMesh customMesh = (CustomMesh)target;

        for (int i = 0; i < vertices.Count; i++)
        {
            Handles.PositionHandle(vertices[i], Quaternion.identity);
            Handles.Label(vertices[i], i.ToString());
        }
        if (vertices.Count > 1)
        {
            Handles.DrawPolyLine(vertices.ToArray());
            Handles.DrawLine(vertices[vertices.Count - 1], vertices[0]);
        }     

        //在OnSceneGUI()中只能通过Handles来绘制新视图
        //如果你想引入GUI的元素哪么就需要使用BeginGUI()和EndGUI()组合的使用。  
        Handles.BeginGUI();
        GUILayout.BeginArea(new Rect(0, 0, 100, 100));
 
        if (GUILayout.Button("创建点"))
        {
            vertices.Add(customMesh.transform.position);          
        }
        if (GUILayout.Button("撤销点"))
        {
            vertices.RemoveAt(vertices.Count - 1);
        }
        if (GUILayout.Button("导出mesh"))
        {
            Mesh mesh = new Mesh();
            
            int triangleAmount = vertices.Count - 2;
            triangles = new int[3 * triangleAmount];

            //根据三角形的个数,来计算绘制三角形的顶点顺序(索引)
            //顺序必须为顺时针或者逆时针
            for (int i = 0; i < triangleAmount; i++)
            {
                triangles[3 * i] = 0;//固定第一个点
                triangles[3 * i + 1] = i + 1;
                triangles[3 * i + 2] = i + 2;
            }

            mesh.vertices = vertices.ToArray();
            mesh.triangles = triangles;

            AssetDatabase.CreateAsset(mesh, "Assets/CustomMesh.asset");
        }
        GUILayout.EndArea();
        Handles.EndGUI();   
    }
}



///

实例(属性图的制作):



using UnityEngine;
using System.Collections.Generic;

[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]  
public class CreatePentagon : MonoBehaviour {

    public Transform[] verticesTra;//赋值顺序为顺时针或者逆时针
    public float[] proportion;//比例

    void Start()
    {
        List<Vector3> vertices = new List<Vector3>();
        for (int i = 0; i < verticesTra.Length; i++)
        {
            Vector3 pos = (verticesTra[i].position - transform.position) * proportion[i];
            vertices.Add(pos);
        }

        DrawPentagon(vertices);
    }

    void DrawPentagon(List<Vector3> vertices)
    {
        Mesh mesh = new Mesh();
        int triangleAmount = vertices.Count - 2;
        int[] triangles = new int[3 * triangleAmount];

        //根据三角形的个数,来计算绘制三角形的顶点顺序(索引)  
        //顺序必须为顺时针或者逆时针  
        for (int i = 0; i < triangleAmount; i++)
        {
            triangles[3 * i] = 0;//固定第一个点  
            triangles[3 * i + 1] = i + 1;
            triangles[3 * i + 2] = i + 2;
        }

        mesh.vertices = vertices.ToArray();
        mesh.triangles = triangles;

        GetComponent<MeshFilter>().mesh = mesh;
    }
}

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