获得顶点数据,并将数据反作用于模型:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(MeshFilter))]
public class example : MonoBehaviour {
void Update() {
Mesh mesh = this.transform.GetComponent<MeshFilter>().mesh;
Vector3 [] vertices = mesh.vertices;
int p = 0;
int flag = -1;
float maxheight = 0.0F;
while (p < vertices.Length) {
if(vertices[p].z > maxheight) {
maxheight = vertices[p].z;
flag = p;
}
p++;
}
//vertices[flag] += new Vector3(0, 0, maxheight);
mesh.vertices = vertices;
mesh.RecalculateNormals();
}
void OnGUI(){
if (GUI.Button (new Rect (0, 0, 100, 30), "Mesh")) {
Mesh mesh = this.transform.GetComponent<MeshFilter>().mesh;
Vector3 [] vertices = mesh.vertices;
for(int i=0;i<vertices.Length;i++){
Debug.Log("vertices["+i+"].x " + vertices[i].x + " vertices["+i+"].y " + vertices[i].y + " vertices["+i+"].z " + vertices[i].z);
vertices[i].x *= 2;
vertices[i].y *= 2;
vertices[i].z *= 2;
}
mesh.vertices = vertices;
}
}
}
获取模型的顶点、三角形、法线数据
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MeshPrinter : MonoBehaviour {
private string text_name;
private string text_vertices;
private string text_normals;
private string text_triangles;
private string text_uv;
private string text_tangents;
public MeshFilter mCurrentFilter;
public List<MeshFilter> targets;
void Start () {
targets = new List<MeshFilter>();
AddAllTargets();
mCurrentFilter = null;
}
void Update () {
if(Input.GetKeyUp(KeyCode.Tab)){
TargetMesh();
FillText();
}
}
void OnGUI(){
float _x = 10;
Vector2 textSize = GUI.skin.label.CalcSize (new GUIContent(text_name));
GUI.Label(new Rect(_x, 10 ,textSize.x, textSize.y), text_name);
textSize = GUI.skin.label.CalcSize (new GUIContent(text_triangles));
GUI.Label(new Rect(_x, 30 ,textSize.x, textSize.y), text_triangles);
_x += textSize.x +20;
textSize = GUI.skin.label.CalcSize (new GUIContent(text_vertices));
GUI.Label(new Rect(_x, 30 ,textSize.x, textSize.y), text_vertices);
_x += textSize.x +20;
textSize = GUI.skin.label.CalcSize (new GUIContent(text_normals));
GUI.Label(new Rect(_x, 30 ,textSize.x, textSize.y), text_normals);
_x += textSize.x +20;
textSize = GUI.skin.label.CalcSize (new GUIContent(text_tangents));
GUI.Label(new Rect(_x, 30 ,textSize.x, textSize.y), text_tangents);
_x += textSize.x +20;
textSize = GUI.skin.label.CalcSize (new GUIContent(text_uv));
GUI.Label(new Rect(_x, 30 ,textSize.x, textSize.y), text_uv);
}
public void AddAllTargets(){
GameObject[] gos = GameObject.FindObjectsOfType(typeof(GameObject)) as GameObject[];
foreach(GameObject go in gos)
if(go.GetComponent<MeshFilter>() != null)
AddTarget( go.GetComponent<MeshFilter>());
}
public void AddTarget(MeshFilter target){
targets.Add(target);
}
private void TargetMesh(){
if(mCurrentFilter == null){
mCurrentFilter = targets[0];
}else{
int index = targets.IndexOf(mCurrentFilter);
if(index < targets.Count-1){
index ++;
}else{
index = 0;
}
mCurrentFilter = targets[index];
}
}
private void FillText(){
text_name = "Name: " + mCurrentFilter.gameObject.name;
Mesh mesh = mCurrentFilter.mesh;
int size = mesh.vertexCount;
text_vertices = "vertices: "+ size + "\n";
for(int i = 0; i<size; i++){
text_vertices += i + ": " + mesh.vertices[i][0]+","+mesh.vertices[i][1]+","+mesh.vertices[i][2]+";\n";
}
size = mesh.normals.Length;
text_normals = "normals: " + size + "\n";
for(int i = 0; i<size; i++){
text_normals += mesh.normals[i].x +","+ mesh.normals[i].y +","+mesh.normals[i].z +";\n";
}
size = mesh.triangles.Length ;
text_triangles = "triangles: " + size + "\n";
for(int i = 0; i<size/3; i++){
text_triangles += mesh.triangles [3*i] +","+ mesh.triangles [3*i+1] +","+mesh.triangles [3*i+2] +";\n";
}
size = mesh.uv.Length ;
text_uv = "uv: " + size + "\n";
for(int i = 0; i<size; i++){
text_uv += mesh.uv [i][0] +","+ mesh.uv [i][1] +";\n";
}
size = mesh.tangents.Length ;text_tangents = "tangents: " + size + "\n";
for(int i = 0; i<size; i++){
text_tangents += mesh.tangents[i][0] + ", "+ mesh.tangents[i][1] + ", "+mesh.tangents[i][2] + ", "+mesh.tangents[i][3] +";\n";
}
}
}