原博:http://blog.csdn.net/nanggong/article/details/54311090
据说还可以画各种形状,原理就是所有图形都是由三角形组成的。
下面我们一一的解释下:
一.画三角形
首先,给组件添加MeshFilter和MeshRenderer两个组件,这两个组件是Mesh必须的,然后我们自己新建一个材质备用,用来给Mesh赋值使用,Mesh画出来图案的材质就是你你新建的材质。
重要的两步:
第一步:指定定点,比如我们画三角形,我们指定三个定点
第二部:指定三角形顺序,注意个triangles的数组的大小必须是3的倍数,然后三角形的点顺序必须是顺时针的,当然你逆时针只能在反面看到。
下面我们看下脚本:
- void DrawTriangle()
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- //设置顶点
- mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
- //设置三角形顶点顺序,顺时针设置
- mesh.triangles = new int[] { 0, 1, 2 };
- }
三角形还是比较简单的,Unity官网API介绍就有这个实例,这里面我们暂时先不考虑UV.
二.画正方形
有了三角形,我们画正方形也会简单很多,我们分析一下正方形是由两个三角形组成的,我们画两个三角形就可以了,在上面的基础上我们再加一个点(1,0)就可以了,
代码如下:
- #region 画正方形
- void DrawSquare()
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 0) };
- mesh.triangles = new int[]
- { 0, 1, 2,
- 0, 2, 3
- };
- }
- #endregion
图形如图:
正方形能画,那什么梯形,平行四边形,菱形啥的肯定也不在话下,这里我就不写demo了。
三.画圆
顶点的集合有黄色的点组成,除了圆心,其它的点的坐标都是根据角度确定的,这个我们上学时几何学过,我就不细说了。
这样我们的画圆的函数需要参数有:半径,圆心坐标,分割的份数
顶点的代码如下:
- //顶点
- Vector3[] vertices = new Vector3[segments + 1];
- vertices[0] = centerCircle;
- float deltaAngle = Mathf.Deg2Rad * 360f / segments;
- float currentAngle = 0;
- for (int i = 1; i < vertices.Length; i++)
- {
- float cosA = Mathf.Cos(currentAngle);
- float sinA = Mathf.Sin(currentAngle);
- vertices[i] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
- currentAngle += deltaAngle;
- }
Deg2Rad相当于2PI
后面就是顶点的顺序了,注意,最后一个三角形的定点涉及到初始的点:
比如我们图中 的:
如图中所示,最后一组的时候如果使用遍历,数组会越界,所以我们可以最后三个单独写,也可以采用取模。
这里我们的代码采用单独写的方式,代码如下:
- //三角形
- int[] triangles = new int[segments * 3];
- for (int i = 0, j = 1; i < segments * 3 - 3; i += 3, j++)
- {
- triangles[i] = 0;
- triangles[i + 1] = j + 1;
- triangles[i + 2] = j;
- }
- triangles[segments * 3 - 3] = 0;
- triangles[segments * 3 - 2] = 1;
- triangles[segments * 3 - 1] = segments;
这样我们的顶点和三角形都确定了,关于顺时针和逆时针,看你摄像头看的哪一面哈
完整的画圆代码如下:
- #region 画圆
- /// <summary>
- /// 画圆
- /// </summary>
- /// <param name="radius">圆的半径</param>
- /// <param name="segments">圆的分割数</param>
- /// <param name="centerCircle">圆心得位置</param>
- void DrawCircle(float radius, int segments, Vector3 centerCircle)
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- //顶点
- Vector3[] vertices = new Vector3[segments + 1];
- vertices[0] = centerCircle;
- float deltaAngle = Mathf.Deg2Rad * 360f / segments;
- float currentAngle = 0;
- for (int i = 1; i < vertices.Length; i++)
- {
- float cosA = Mathf.Cos(currentAngle);
- float sinA = Mathf.Sin(currentAngle);
- vertices[i] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
- currentAngle += deltaAngle;
- }
- //三角形
- int[] triangles = new int[segments * 3];
- for (int i = 0, j = 1; i < segments * 3 - 3; i += 3, j++)
- {
- triangles[i] = 0;
- triangles[i + 1] = j + 1;
- triangles[i + 2] = j;
- }
- triangles[segments * 3 - 3] = 0;
- triangles[segments * 3 - 2] = 1;
- triangles[segments * 3 - 1] = segments;
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- mesh.vertices = vertices;
- mesh.triangles = triangles;
- }
- #endregion
当然你还可以做点小变动,画成这样:
上面的毁了,这样的就自然能画出来,自己试下哈。
四.画圆环
- //顶点
- Vector3[] vertices = new Vector3[segments * 2];
- float deltaAngle = Mathf.Deg2Rad * 360f / segments;
- float currentAngle = 0;
- for (int i = 0; i < vertices.Length; i += 2)
- {
- float cosA = Mathf.Cos(currentAngle);
- float sinA = Mathf.Sin(currentAngle);
- vertices[i] = new Vector3(cosA * innerRadius + centerCircle.x, sinA * innerRadius + centerCircle.y, 0);
- vertices[i + 1] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
- currentAngle += deltaAngle;
- }
同理,再列出三角形:
- //三角形
- int[] triangles = new int[segments * 6];
- for (int i = 0, j = 0; i < segments * 6; i += 6, j += 2)
- {
- triangles[i] = j;
- triangles[i + 1] = (j + 1) % vertices.Length;
- triangles[i + 2] = (j + 3) % vertices.Length;
- triangles[i + 3] = j;
- triangles[i + 4] = (j + 3) % vertices.Length;
- triangles[i + 5] = (j + 2) % vertices.Length;
- }
最终结果如图:
- #region 画圆环
- /// <summary>
- /// 画圆环
- /// </summary>
- /// <param name="radius">圆半径</param>
- /// <param name="innerRadius">内圆半径</param>
- /// <param name="segments">圆的分个数</param>
- /// <param name="centerCircle">圆心坐标</param>
- void DrawRing(float radius, float innerRadius, int segments, Vector3 centerCircle)
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- //顶点
- Vector3[] vertices = new Vector3[segments * 2];
- float deltaAngle = Mathf.Deg2Rad * 360f / segments;
- float currentAngle = 0;
- for (int i = 0; i < vertices.Length; i += 2)
- {
- float cosA = Mathf.Cos(currentAngle);
- float sinA = Mathf.Sin(currentAngle);
- vertices[i] = new Vector3(cosA * innerRadius + centerCircle.x, sinA * innerRadius + centerCircle.y, 0);
- vertices[i + 1] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
- currentAngle += deltaAngle;
- }
- //三角形
- int[] triangles = new int[segments * 6];
- for (int i = 0, j = 0; i < segments * 6; i += 6, j += 2)
- {
- triangles[i] = j;
- triangles[i + 1] = (j + 1) % vertices.Length;
- triangles[i + 2] = (j + 3) % vertices.Length;
- triangles[i + 3] = j;
- triangles[i + 4] = (j + 3) % vertices.Length;
- triangles[i + 5] = (j + 2) % vertices.Length;
- }
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- mesh.vertices = vertices;
- mesh.triangles = triangles;
- }
- #endregion
一样,代码做点小的改动就能产生太阳和锯齿的图片,如下:
五:完整代码
- using UnityEngine;
- using System.Collections;
- public enum PlaneState
- {
- Triangle,
- Square,
- Circle,
- Ring
- }
- public class Test : MonoBehaviour
- {
- public Material mat;
- public PlaneState planeState;
- // Use this for initialization
- void Start()
- {
- switch (planeState)
- {
- case PlaneState.Triangle:
- DrawTriangle();
- break;
- case PlaneState.Square:
- DrawSquare();
- break;
- case PlaneState.Circle:
- DrawCircle(2, 50, Vector3.zero);
- break;
- case PlaneState.Ring:
- DrawRing(2, 3, 50, Vector3.zero);
- break;
- }
- }
- #region 画三角形
- void DrawTriangle()
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- //设置顶点
- mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
- //设置三角形顶点顺序,顺时针设置
- mesh.triangles = new int[] { 0, 1, 2 };
- }
- #endregion
- #region 画正方形
- void DrawSquare()
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 0) };
- mesh.triangles = new int[]
- { 0, 1, 2,
- 0, 2, 3
- };
- }
- #endregion
- #region 画圆
- /// <summary>
- /// 画圆
- /// </summary>
- /// <param name="radius">圆的半径</param>
- /// <param name="segments">圆的分割数</param>
- /// <param name="centerCircle">圆心得位置</param>
- void DrawCircle(float radius, int segments, Vector3 centerCircle)
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- //顶点
- Vector3[] vertices = new Vector3[segments + 1];
- vertices[0] = centerCircle;
- float deltaAngle = Mathf.Deg2Rad * 360f / segments;
- float currentAngle = 0;
- for (int i = 1; i < vertices.Length; i++)
- {
- float cosA = Mathf.Cos(currentAngle);
- float sinA = Mathf.Sin(currentAngle);
- vertices[i] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
- currentAngle += deltaAngle;
- }
- //三角形
- int[] triangles = new int[segments * 3];
- for (int i = 0, j = 1; i < segments * 3 - 3; i += 3, j++)
- {
- triangles[i] = 0;
- triangles[i + 1] = j + 1;
- triangles[i + 2] = j;
- }
- triangles[segments * 3 - 3] = 0;
- triangles[segments * 3 - 2] = 1;
- triangles[segments * 3 - 1] = segments;
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- mesh.vertices = vertices;
- mesh.triangles = triangles;
- }
- #endregion
- #region 画圆环
- /// <summary>
- /// 画圆环
- /// </summary>
- /// <param name="radius">圆半径</param>
- /// <param name="innerRadius">内圆半径</param>
- /// <param name="segments">圆的分个数</param>
- /// <param name="centerCircle">圆心坐标</param>
- void DrawRing(float radius, float innerRadius, int segments, Vector3 centerCircle)
- {
- gameObject.AddComponent<MeshFilter>();
- gameObject.AddComponent<MeshRenderer>();
- gameObject.GetComponent<MeshRenderer>().material = mat;
- //顶点
- Vector3[] vertices = new Vector3[segments * 2];
- float deltaAngle = Mathf.Deg2Rad * 360f / segments;
- float currentAngle = 0;
- for (int i = 0; i < vertices.Length; i += 2)
- {
- float cosA = Mathf.Cos(currentAngle);
- float sinA = Mathf.Sin(currentAngle);
- vertices[i] = new Vector3(cosA * innerRadius + centerCircle.x, sinA * innerRadius + centerCircle.y, 0);
- vertices[i + 1] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
- currentAngle += deltaAngle;
- }
- //三角形
- int[] triangles = new int[segments * 6];
- for (int i = 0, j = 0; i < segments * 6; i += 6, j += 2)
- {
- triangles[i] = j;
- triangles[i + 1] = (j + 1) % vertices.Length;
- triangles[i + 2] = (j + 3) % vertices.Length;
- triangles[i + 3] = j;
- triangles[i + 4] = (j + 3) % vertices.Length;
- triangles[i + 5] = (j + 2) % vertices.Length;
- }
- Mesh mesh = GetComponent<MeshFilter>().mesh;
- mesh.Clear();
- mesh.vertices = vertices;
- mesh.triangles = triangles;
- }
- #endregion
- }