根据顶点和索引计算uv和normals

根据顶点和索引计算uv和normals


话不多说直接上代码


        /// <summary>
        /// 得到法向量和UV数组
        /// </summary>
        /// <param name="vertices"></param>
        /// <returns></returns>
        private Vector3[] GetNormalsAndUvs(List<Vector3> vertices, List<int> triangles, out Vector2[] uvs)
        {
            int count = vertices.Count;
            Vector3[] normals = new Vector3[count];
            uvs = new Vector2[count];
            for (int i = 0, max = triangles.Count; i < max; i += 3)
            {
                int index1 = triangles[i];
                int index2 = triangles[i + 1];
                int index3 = triangles[i + 2];
                Vector3 noraml = GetNormal(vertices[index1], vertices[index2], vertices[index3]);
                normals[index1] = noraml;
                normals[index2] = noraml;
                normals[index3] = noraml;
                if (Mathf.Abs(noraml.x) > Mathf.Abs(noraml.y) && Mathf.Abs(noraml.x) > Mathf.Abs(noraml.z))
                {
                    uvs[index1] = new Vector2(vertices[index1].z, vertices[index1].y);
                    uvs[index2] = new Vector2(vertices[index2].z, vertices[index2].y);
                    uvs[index3] = new Vector2(vertices[index3].z, vertices[index3].y);
                }
                else if (Mathf.Abs(noraml.y) > Mathf.Abs(noraml.x) && Mathf.Abs(noraml.y) > Mathf.Abs(noraml.z))
                {
                    uvs[index1] = new Vector2(vertices[index1].x, vertices[index1].z);
                    uvs[index2] = new Vector2(vertices[index2].x, vertices[index2].z);
                    uvs[index3] = new Vector2(vertices[index3].x, vertices[index3].z);
                }
                else
                {
                    uvs[index1] = new Vector2(vertices[index1].x, vertices[index1].y);
                    uvs[index2] = new Vector2(vertices[index2].x, vertices[index2].y);
                    uvs[index3] = new Vector2(vertices[index3].x, vertices[index3].y);
                }
            }
            return normals;
        }

        /// <summary>
        /// 得到平面法向量(顺序点)
        /// </summary>
        /// <param name="a"></param>
        /// <param name="b"></param>
        /// <param name="c"></param>
        /// <returns></returns>
        private Vector3 GetNormal(Vector3 a, Vector3 b, Vector3 c)
        {
            return Vector3.Cross(b - a, c - b).normalized;
        }

效果如图

在这里插入图片描述

  • 1
    点赞
  • 4
    收藏
    觉得还不错? 一键收藏
  • 2
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值