Unity学习笔记—Mesh网格

一、如何生成Mesh网格

         1.分配vertices(网格顶点) 

         2.分配triangles(三角形数据) 

        以绘制一个三角形为例:

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

public class CreatTriangle : MonoBehaviour
{
    Vector3[] newVertices;//顶点数组
    Vector2[] newUV;
    int[] newTriangles;//三角形信息数组

    void Start()
    {
        newVertices = new Vector3[3] { Vector3.zero, Vector3.up, Vector3.right };
        newTriangles = new int[3] { 0, 1, 2 };
        Mesh mesh = new Mesh();
        GetComponent<MeshFilter>().mesh = mesh;
        mesh.vertices = newVertices;
        mesh.uv = newUV;
        mesh.triangles = newTriangles;
    }
}

新建一个空对象,挂载脚本并添加组件:

二、生成立方体

        1.分配矩形的8个顶点 

         2.按顺序填写三角形信息

        代码如下:

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

public class CreatCube : MonoBehaviour
{
    public Vector3[] vectors;
    List<int> triangs;
    Vector2[] uvs;
    void Start()
    {
        uvs = new Vector2[vectors.Length];
        Mesh mesh = new Mesh();
        GetComponent<MeshFilter>().mesh = mesh;
        mesh.vertices = vectors;
        triangs = new List<int>
            {
                0,3,1,
                1,3,2,
                1,2,5,
                5,2,6,
                4,5,6,
                4,6,7,
                0,4,7,
                0,7,3,
                2,3,7,
                2,7,6,
                5,4,0,
                5,0,1
            };
        mesh.triangles = triangs.ToArray();
        mesh.RecalculateNormals();
        for (int i = 0; i < uvs.Length; i++)
        {
            uvs[i] = new Vector2(vectors[i].x, vectors[i].z);
        }
        mesh.uv = uvs;
    }
}

  为了方便可以在unity侧分配点:

注意点的顺序改变,相应三角形信息也要做对应改变 

三、生成一个反向的球体

因为三角形顺序(顺时针和逆时针)不同,生成网格的朝向也不同,现在利用这个性质生成一个反向的球体

        1.利用三角函数计算球体需要的顶点信息

        2.计算三角形顺序

代码如下:

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

public class CreatSphere : MonoBehaviour
{
    Mesh mesh;
    Vector3[] vertices;
    Vector2[] uv;
    int[] triangles;
    Vector3[] normals;
    void Start()
    {
        mesh = new Mesh();
        int m = 20; //row  
        int n = 40;  //col  
        float width = 4;
        float height = 3;
        int r = 3;
        vertices = new Vector3[(m + 1) * (n + 1)];
        uv = new Vector2[(m + 1) * (n + 1)];
        normals = new Vector3[(m + 1) * (n + 1)];
        triangles = new int[6 * m * n];
        for (int i = 0; i < vertices.Length; i++)
        {
            float x = i % (n + 1);
            float y = i / (n + 1);
            float x_pos = x / n * width;
            float y_pos = y / m * height;
            vertices[i] = new Vector3(x_pos, y_pos, 0);
            float u = x / n;
            float v = y / m;
            uv[i] = new Vector2(u, v);
        }
        for (int i = 0; i < 2 * m * n; i++)
        {
            int[] triIndex = new int[3];
            if (i % 2 == 0)
            {
                triIndex[0] = i / 2 + i / (2 * n);
                triIndex[1] = triIndex[0] + 1;
                triIndex[2] = triIndex[0] + (n + 1);
            }
            else
            {
                triIndex[0] = (i + 1) / 2 + i / (2 * n);
                triIndex[1] = triIndex[0] + (n + 1);
                triIndex[2] = triIndex[1] - 1;
            }
            triangles[i * 3] = triIndex[0];
            triangles[i * 3 + 1] = triIndex[2];
            triangles[i * 3 + 2] = triIndex[1];
        } 
        for (int i = 0; i < vertices.Length; i++)
        {
            Vector3 v;
            v.x = r * Mathf.Cos(vertices[i].x / width * 2 * Mathf.PI) * Mathf.Cos(vertices[i].y / height * Mathf.PI - Mathf.PI / 2);
            v.y = r * Mathf.Sin(vertices[i].x / width * 2 * Mathf.PI) * Mathf.Cos(vertices[i].y / height * Mathf.PI - Mathf.PI / 2);
            v.z = r * Mathf.Sin(vertices[i].y / height * Mathf.PI - Mathf.PI / 2);
            vertices[i] = v;
            normals[i] = new Vector3(0, 1, 0);
        }
        mesh.vertices = vertices;
        mesh.normals = normals;
        mesh.uv = uv;
        mesh.triangles = triangles;
        GetComponent<MeshFilter>().mesh = mesh;
        GetComponent<MeshCollider>().sharedMesh = mesh;
        for (int i = 0; i < 5; i++)
        {
            GameObject go = Instantiate(Resources.Load<GameObject>("Small"));
        }
    }
}

通过添加碰撞器和刚体可以实现让小球放在生成的大球内:

 

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