创建mesh

因为需要自适应纹理的尺寸,所以要创建自己的mesh,mesh由一个或者多个网格组成,每个网格的尺寸比例和纹理的比例一致。现将创建代码贴出来,调用CreateMash即可。

 

<span style="white-space:pre">	</span>private int meshXNum = 1;
        private int meshYNum = 1;
        private Vector3[] vertices;
        private Vector2[] uvs;
        private int[] triangles;

 

 

 

 

 

 

<span style="white-space:pre">	</span>private Mesh CreateMash()
        {
            Mesh mesh = new Mesh();
            initVertexPos();
            initUV();
            initTriangles();
            mesh.vertices = vertices;
            mesh.uv = uvs;
            mesh.triangles = triangles;
            mesh.RecalculateNormals();
            return mesh;
        }

        private void initVertexPos()
        {
            int currentIndex = 0;
            vertices = new Vector3[(meshXNum + 1) * (meshYNum + 1)];

            for (int i = 0; i <= meshYNum; i++)
            {
                for (int j = 0; j <= meshXNum; j++)
                {
                    vertices[currentIndex] = new Vector3(j, 0, (float)(i * imageHeight / imageWidth));
                    currentIndex++;
                }
            }

            Vector3 offset = new Vector3((float)meshXNum / 2, 0, (float)(meshYNum * imageHeight / imageWidth / 2));
            for (int i = 0; i < vertices.Length; i++)
            {
                Vector3 tmp = vertices[i] - offset;
                vertices[i] = tmp;
            }
        }

        private void initUV()
        {
            uvs = new Vector2[vertices.Length];
            for (int i = 0; i < uvs.Length; i++)
            {
                int x = i % (meshXNum + 1);
                int y = i / (meshXNum + 1);
                uvs[i] = new Vector2((float)x / meshXNum, (float)y / meshYNum);
            }
        }


        private void initTriangles()
        {
            int currentIndex = 0;
            triangles = new int[meshXNum * meshYNum * 6];

            for (int i = 0; i < meshYNum; i++)
            {
                for (int j = 0; j < meshXNum; j++)
                {
                    int tmp = (meshXNum + 1) * i + j;
                    triangles[currentIndex++] = tmp;
                    triangles[currentIndex++] = tmp + meshXNum + 1;
                    triangles[currentIndex++] = tmp + meshXNum + 2;

                    triangles[currentIndex++] = tmp;
                    triangles[currentIndex++] = tmp + meshXNum + 2;
                    triangles[currentIndex++] = tmp + 1;

                }
            }

        }

 

 

 

 

 

 

 

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using UnityEngine; public class SphericalCone : MonoBehaviour { public float radius = 1.0f; // 底面半径 public float height = 1.0f; // 高度 public Vector3 vertex = Vector3.zero; // 顶点位置 public Vector3 center = Vector3.zero; // 底面中心点位置 private Mesh mesh; private void Start() { mesh = new Mesh(); GetComponent<MeshFilter>().mesh = mesh; GenerateMesh(); } private void GenerateMesh() { // 计算底面圆上的点 Vector3[] points = new Vector3[32]; float angle = 0.0f; float angleStep = 2.0f * Mathf.PI / points.Length; for (int i = 0; i < points.Length; i++) { points[i] = new Vector3(center.x + radius * Mathf.Cos(angle), center.y, center.z + radius * Mathf.Sin(angle)); angle += angleStep; } // 计算顶点到底面圆上点的向量 Vector3[] normals = new Vector3[points.Length]; for (int i = 0; i < points.Length; i++) { normals[i] = (points[i] - vertex).normalized; } // 计算三角形索引 int[] indices = new int[(points.Length - 1) * 3]; for (int i = 0; i < points.Length - 1; i++) { indices[i * 3] = i; indices[i * 3 + 1] = i + 1; indices[i * 3 + 2] = points.Length - 1; } // 创建Mesh mesh.vertices = new Vector3[points.Length + 1]; mesh.normals = new Vector3[points.Length + 1]; mesh.triangles = new int[indices.Length + 3]; for (int i = 0; i < points.Length; i++) { mesh.vertices[i] = points[i]; mesh.normals[i] = normals[i]; } mesh.vertices[points.Length] = vertex; mesh.normals[points.Length] = (vertex - center).normalized; for (int i = 0; i < indices.Length; i++) { mesh.triangles[i] = indices[i]; } mesh.triangles[indices.Length] = points.Length - 1; mesh.triangles[indices.Length + 1] = indices[0]; mesh.triangles[indices.Length + 2] = 0; mesh.RecalculateBounds(); } }这个脚本运行没有生成
最新发布
06-14

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