mesh的uv贴图想必大家都知道是三角形组成原理,我使用三角剖分的方法去解决不规则多边形的uv贴图,
三角剖分算法大家可以百度上去看,很多种教程,具体脚本算法如下:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TriangleSubdivision :MonoBehaviour{
public static int[] TriangulatePolygon (Vector2[] XZofVertices) {
int VertexCount = XZofVertices.Length;
float xmin = XZofVertices[0].x;
float ymin = XZofVertices[0].y;
float xmax = xmin;
float ymax = ymin;
for (int ii1 = 1; ii1 < VertexCount; ii1++)
{
if (XZofVertices[ii1].x < xmin)
{
xmin = XZofVertices[ii1].x;
}
else if (XZofVertices[ii1].x > xmax)
{
xmax = XZofVertices[ii1].x;
}
if (XZofVertices[ii1].y < ymin)
{
ymin = XZofVertices[ii1].y;
}
else if (XZofVertices[ii1].y > ymax)
{
ymax = XZofVertices[ii1].y;
}
}
float dx = xmax - xmin;
float dy = ymax - ymin;
float dmax = (dx > dy) ? dx : dy;
float xmid = (xmax + xmin) * 0.5f;
float ymid = (ymax + ymin) * 0.5f;
Vector2[] ExpandedXZ = new Vector2[3 + VertexCount];
for (int ii1 = 0; ii1 < VertexCount; ii1++)
{
ExpandedXZ[ii1] = XZofVertices[ii1];
}
//外接三角形的三个点
ExpandedXZ[VertexCount] = new Vector2((xmid - 2 * dmax), (ymid - dmax));
ExpandedXZ[VertexCount + 1] = new Vector2(xmid, (ymid + 2 * dmax));
ExpandedXZ[VertexCount + 2] = new Vector2((xmid + 2 * dmax), (ymid - dmax));
List<Triangle> TriangleList = new List<Triangle>();
TriangleList.Add(new Triangle(VertexCount, VertexCount+1, VertexCount+2));
for (int ii1 = 0; ii1 < VertexCount; ii1++)
{
List<Edge> Edges = new List<Edge>();
for (int ii2 = 0; ii2 < TriangleList.Count; ii2++)
{
if (TriangulatePolygonSubFunc_InCircle(ExpandedXZ[ii1], ExpandedXZ[TriangleList[ii2].p1],ExpandedXZ[TriangleList[ii2].p2],ExpandedXZ[TriangleList[ii2].p3]))
{
Edges.Add(new Edge(TriangleList[ii2].p1, TriangleList[ii2].p2));
Edges.Add(new Edge(TriangleList[ii2].p2, TriangleList[ii2].p3));
Edges.Add(new Edge(TriangleList[ii2].p3, TriangleList[ii2].p1));
TriangleList.RemoveAt(ii2);
ii2--;
}
}
if (ii1 >= VertexCount) { continue; }
for (int ii2 = Edges.Count - 2; ii2 >= 0; ii2--)
{
for (int ii3 = Edges.Count - 1; ii3 >= ii2 + 1; ii3--)
{
if (Edges[ii2].Equals(Edges[ii3]))
{
Edges.RemoveAt(ii3);
Edges.RemoveAt(ii2);
ii3--;
continue;
}
}
}
for (int ii2 = 0; ii2 < Edges.Count; ii2++)
{
TriangleList.Add(new Triangle(Edges[ii2].p1, Edges[ii2].p2, ii1));
}
Edges.Clear();
Edges = null;
}
//大于点集外围的点 外接三角形的三个确认点
for (int ii1 = TriangleList.Count - 1; ii1 >= 0; ii1--)
{
if (TriangleList[ii1].p1 >= VertexCount ||TriangleList[ii1].p2 >= VertexCount ||TriangleList[ii1].p3 >= VertexCount)
{
TriangleList.RemoveAt(ii1);
}
}
//不在点集区域内的面
for(int ii3 = 0;ii3<TriangleList.Count;ii3++){
if(TriangleInPolygonOuter(XZofVertices,XZofVertices[TriangleList[ii3].p1],XZofVertices[TriangleList[ii3].p2],XZofVertices[TriangleList[ii3].p3])){
TriangleList.RemoveAt(ii3);
ii3--;
}
}
TriangleList.TrimExcess();
int[] Triangles = new int[3 * TriangleList.Count];
for (int ii1 = 0; ii1 < TriangleList.Count; ii1++)
{
Triangles[3 * ii1] = TriangleList[ii1].p1;
Triangles[3 * ii1 + 1] = TriangleList[ii1].p2;
Triangles[3 * ii1 + 2] = TriangleList[ii1].p3;
}
return Triangles;
}
// float.Epsilon这个值为无限接近于0的值,我再pc上正常,在ios端就不能用了,我打印出直接输出0,大家可以模拟一个值,0.0000000001,或者什么 趋近于0,但不等于0就行了,
static bool TriangulatePolygonSubFunc_InCircle(Vector2 p, Vector2 p1, Vector2 p2, Vector2 p3) {
if (Mathf.Abs(p1.y - p2.y) < float.Epsilon &&Mathf.Abs(p2.y - p3.y) < float.Epsilon)
{
return false;
}
float m1, m2, mx1, mx2, my1, my2, xc, yc;
if (Mathf.Abs(p2.y - p1.y) < float.Epsilon)
{
m2 = -(p3.x - p2.x) / (p3.y - p2.y);
mx2 = (p2.x + p3.x) * 0.5f;
my2 = (p2.y + p3.y) * 0.5f;
xc = (p2.x + p1.x) * 0.5f;
yc = m2 * (xc - mx2) + my2;
}
else if (Mathf.Abs(p3.y - p2.y) < float.Epsilon)
{
m1 = -(p2.x - p1.x) / (p2.y - p1.y);
mx1 = (p1.x + p2.x) * 0.5f;
my1 = (p1.y + p2.y) * 0.5f;
xc = (p3.x + p2.x) * 0.5f;
yc = m1 * (xc - mx1) + my1;
}
else
{
m1 = -(p2.x - p1.x) / (p2.y - p1.y);
m2 = -(p3.x - p2.x) / (p3.y - p2.y);
mx1 = (p1.x + p2.x) * 0.5f;
mx2 = (p2.x + p3.x) * 0.5f;
my1 = (p1.y + p2.y) * 0.5f;
my2 = (p2.y + p3.y) * 0.5f;
xc = (m1 * mx1 - m2 * mx2 + my2 - my1) / (m1 - m2);
yc = m1 * (xc - mx1) + my1;
}
float dx = p2.x - xc;
float dy = p2.y - yc;
float rsqr = dx * dx + dy * dy;
dx = p.x - xc;
dy = p.y - yc;
double drsqr = dx * dx + dy * dy;
return (drsqr <= rsqr);
}
static bool TriangleInPolygonOuter(Vector2[] pList,Vector2 p1,Vector2 p2,Vector2 p3){
Vector2 centrePoint = new Vector2((p1.x+p2.x+p3.x)/3,(p1.y+p2.y+p3.y)/3);
int crossNum = 0;
for (int i = 0; i < pList.Length; i++)
{
if (IsPointInLine(centrePoint.x, centrePoint.y, pList[i].x, pList[i].y, pList[(i+1)%pList.Length].x, pList[(i+1)%pList.Length].y)==0)
{
crossNum=crossNum+1;
continue;
}else if(IsPointInLine(centrePoint.x, centrePoint.y, pList[i].x, pList[i].y, pList[(i+1)%pList.Length].x, pList[(i+1)%pList.Length].y)==2){
crossNum = 1;
break;
}
}
if ((crossNum % 2) == 0)
{
return true;
}
crossNum = 0;
// }
return false;
}
//0 在外 1 在内 2 边上
static int IsPointInLine(float x,float y,float x1,float y1,float x2,float y2)
{
float maxY =y1;
float minY = y2;
if(y1>y2){
maxY = y1;
minY = y2;
}else{
maxY = y2;
minY = y1;
}
float averageX = (x1+x2)/2;
float averageY = (y1+y2)/2;
if(y==averageY&&x==averageX){
return 2;
}
if (y < maxY && y >minY)
{
if (x >(x1 + (x2 - x1) * (y - y1) / (y2 - y1)))
{
return 0;
}
}
return 1;
}
}
struct Triangle
{
public int p1;
public int p2;
public int p3;
public Triangle(int point1, int point2, int point3)
{
p1 = point1; p2 = point2; p3 = point3;
}
}
class Edge
{
public int p1;
public int p2;
public Edge(int point1, int point2)
{
p1 = point1; p2 = point2;
}
public Edge() : this(0, 0)
{}
public bool Equals(Edge other)
{
return ((this.p1 == other.p2) && (this.p2 == other.p1)) ||((this.p1 == other.p1) && (this.p2 == other.p2));
}
}
使用也很方便,直接调用 TriangulatePolygon,传入你所设置点的坐标数组,它是二维的,返回的就是坐标数组对应的数组下标编号(mesh.triangles)数组,
三角剖分是利用图形外切圆,判断不在多边形内的三角面,使用引射线法,当然大家也可以使用其他的,在这里我使用的这种,具体朋友们可以自己模拟几个点去测试,
下一章我打算写弧形uv贴图,和弧形面贴图,先给出下一章的图形效果,不懂的大家可以随时讨论,由于自己写作水平有限,所以解释的不太清楚,大家可以随时找我讨论,
共同学习进步,相信你们了解了那几个算法后,这一看就明白了,可能也有我没考虑到的,欢迎大家踊跃提出你们的意见