根据Mesh模型的UV坐标获得这一点的法线和点坐标
这段代码经常用到,忘了从哪里复制过来的,经过了一些修改。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameFun
{
/// <summary>
/// //UV坐标转换成3D坐标
/// </summary>
/// <param name="mesh">mesh模型</param>
/// <param name="uv">uv点击坐标</param>
/// <param name="normal">返回这一点的法线,注意没有标准化</param>
/// <returns>返回模型坐标</returns>
public static Vector3 UvTo3D(Mesh mesh, Vector2 uv, out Vector3 normal)
{
int[] tris = mesh.triangles;
Vector2[] uvs = mesh.uv;
Vector3[] verts = mesh.vertices;
Vector3[] normals = mesh.normals;
normal = Vector3.zero;
for (int i = 0; i < tris.Length; i += 3)
{
//获得三角形三个顶点的UV坐标
Vector2 u1 = uvs[tris[i]];
Vector2 u2 = uvs[tris[i + 1]];
Vector2 u3 = uvs[tris[i + 2]];
float a = Area(u1, u2, u3); if (a == 0) continue;
//计算u1, u2, u3的质心坐标
//如果有人是负数,则点在三角形外:跳过它
float a1 = Area(u2, u3, uv) / a; if (a1 < 0) continue;
float a2 = Area(u3, u1, uv) / a; if (a2 < 0) continue;
float a3 = Area(u1, u2, uv) / a; if (a3 < 0) continue;
//三角形内部的点-通过插值找到网格位置
normal = (normals[tris[i]] + normals[tris[i + 1]] + normals[tris[i + 2]]) / 3f;
Vector3 p3D = a1 * verts[tris[i]] + a2 * verts[tris[i + 1]] + a3 * verts[tris[i + 2]];
// 这个是模型坐标,你可以通过TransformPoint转换成世界坐标;
return p3D;
}
return Vector3.zero;
}
//使用“2D叉积”计算带符号的三角形面积:
static float Area(Vector2 p1, Vector2 p2, Vector2 p3)
{
Vector2 v1 = p1 - p3;
Vector2 v2 = p2 - p3;
return (v1.x * v2.y - v1.y * v2.x) / 2f;
}
}