2018.1.16
之前做的一个小应用,自存用!
在内存中创建一个预设体 切割模型设计顶点三角
void CreatPrefab(GameObject obj)
{
AssetDatabase.CreateFolder("Assets", "SavePrefeab");
// AssetDatabase.CreateFolder(getParentPath(pDir), getParentName(path));
AssetDatabase.Refresh();
// makeParentDirExist(path);
Object prefab = PrefabUtility.CreateEmptyPrefab("Assets/SavePrefeab/test.prefab");
PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab);
}
切割模型设计顶点三角 normal等等今天没太搞明白
整体代码如下
/*
- @authors: guokechao
- @desc:
*/
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEditor;
public class TouchToPlane : MonoBehaviour {
// public bool isSplit;
public GameObject aa;
public Vector3 StartPoint;
public Vector3 EndPoint;
private bool m_IsClearSamePoint = false;
private Vector3 m_TouchBeganPos;
private Vector3 m_ClipPlaneNormal;
private Vector3 m_ClipPlanePoint;
// Use this for initialization
void Start () {
CreatPrefab(aa);
}
void Update()
{
if (Input.GetMouseButtonDown(0))
{
Debug.Log(Input.mousePosition);
}
//else if (Input.GetMouseButtonUp(0))
//{
// Vector3 touchBeganPoint_screen = new Vector3(m_TouchBeganPos.x, m_TouchBeganPos.y, Camera.main.nearClipPlane);
// Vector3 touchEndPoint_screen = new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane);
// Vector3 normalEndPoint_screen = new Vector3(m_TouchBeganPos.x, m_TouchBeganPos.y, Camera.main.nearClipPlane + 10);
// if(UpdateClipPlane(touchBeganPoint_screen, touchEndPoint_screen, normalEndPoint_screen))
// {
// ClipMesh();
// }
//}
}
bool UpdateClipPlane(Vector3 touchBeganPoint_sceen, Vector3 touchEndPoint_sceen, Vector3 normalEndPoint_screen)
{
if(Vector3.Distance(touchBeganPoint_sceen, touchEndPoint_sceen) == 0.0f)
{
return false;
}
//转世界坐标
Vector3 touchBeganPoint_world = Camera.main.ScreenToWorldPoint(touchBeganPoint_sceen);
Vector3 touchEndPoint_world = Camera.main.ScreenToWorldPoint(touchEndPoint_sceen);
Vector3 noramlEndPoint_world = Camera.main.ScreenToWorldPoint(normalEndPoint_screen);
//世界坐标转本地坐标
Vector3 touchBeginPoint_local = transform.worldToLocalMatrix.MultiplyPoint(touchBeganPoint_world);
Vector3 touchEndPoint_local = transform.worldToLocalMatrix.MultiplyPoint(touchEndPoint_world);
Vector3 normalEngPoint_local = transform.worldToLocalMatrix.MultiplyPoint(noramlEndPoint_world);
m_ClipPlaneNormal = Vector3.Cross(normalEngPoint_local - touchBeginPoint_local, touchEndPoint_local - touchBeginPoint_local).normalized;
m_ClipPlanePoint = touchEndPoint_local;
Debug.Log("touchEndPoint_local" + touchEndPoint_local);
Debug.Log("m_ClipPlaneNormal" + m_ClipPlaneNormal);
Debug.Log("touchEndPoint_world"+ touchEndPoint_world);
return true;
}
void ClipMesh()
{
MeshFilter mf = this.gameObject.GetComponent<MeshFilter>();
//顶点数组转顶点容器
List<Vector3> verticeList = new List<Vector3>();
int verticeCount = mf.mesh.vertices.Length;
for (int verticeIndex = 0; verticeIndex < verticeCount; ++verticeIndex)
{
verticeList.Add(mf.mesh.vertices[verticeIndex]);
}
//三角形数组转三角形容器
List<int> triangleList = new List<int>();
int triangleCount = mf.mesh.triangles.Length;
for (int triangleIndex = 0; triangleIndex < triangleCount; ++triangleIndex)
{
triangleList.Add(mf.mesh.triangles[triangleIndex]);
}
//uv坐标数组转uv坐标容器
List<Vector2> uvList = new List<Vector2>();
int uvCount = mf.mesh.uv.Length;
for (int uvIndex = 0; uvIndex < uvCount; ++uvIndex)
{
uvList.Add(mf.mesh.uv[uvIndex]);
}
//顶点颜色数组转顶点颜色容器
List<Vector3> normalList = new List<Vector3>();
int normalCount = mf.mesh.normals.Length;
for (int normalIndex = 0; normalIndex < normalCount; ++normalIndex)
{
normalList.Add(mf.mesh.normals[normalIndex]);
}
//Debug.Log("顶点数" + verticeList.Count);
//Debug.Log("顶点索引数" + triangleList.Count);
//检查每个三角面,是否存在两个顶点连接正好在直线上
for (int triangleIndex = 0; triangleIndex < triangleList.Count;)
{
//Debug.Log("次数记录");
int trianglePointIndex0 = triangleList[triangleIndex];
int trianglePointIndex1 = triangleList[triangleIndex + 1];
int trianglePointIndex2 = triangleList[triangleIndex + 2];
Vector3 trianglePointCoord0 = verticeList[trianglePointIndex0];
Vector3 trianglePointCoord1 = verticeList[trianglePointIndex1];
Vector3 trianglePointCoord2 = verticeList[trianglePointIndex2];
//0-1,1-2相连线段被切割
if(GetPointToClipPlaneDis(trianglePointCoord0)* GetPointToClipPlaneDis(trianglePointCoord1) < 0 &&
GetPointToClipPlaneDis(trianglePointCoord1) * GetPointToClipPlaneDis(trianglePointCoord2) < 0)
{
//求得0-1与切平面的交点
Vector3 newVertice01 = GetLinePlaneCrossPoint(trianglePointCoord0, trianglePointCoord1);
int index01 = IsContainsVertice(verticeList, newVertice01);
if (index01 == -1 || !m_IsClearSamePoint)
{
verticeList.Add(newVertice01);
index01 = verticeList.Count - 1;
float k01 = 0;
if (!IsEqual(newVertice01.x, trianglePointCoord0.x) && !IsEqual(trianglePointCoord1.x, trianglePointCoord0.x))
{
k01 = (newVertice01.x - trianglePointCoord0.x) / (trianglePointCoord1.x - trianglePointCoord0.x);
}
else if (!IsEqual(newVertice01.y, trianglePointCoord0.y) && !IsEqual(trianglePointCoord1.y, trianglePointCoord0.y))
{
k01 = (newVertice01.y - trianglePointCoord0.y) / (trianglePointCoord1.y - trianglePointCoord0.y);
}
else
{
k01 = (newVertice01.z - trianglePointCoord0.z) / (trianglePointCoord1.z - trianglePointCoord0.z);
}
if (uvList.Count > 0)
{
Vector2 uv0 = uvList[trianglePointIndex0];
Vector2 uv1 = uvList[trianglePointIndex1];
float newUV_x = (uv1.x - uv0.x) * k01 + uv0.x;
float newUV_y = (uv1.y - uv0.y) * k01 + uv0.y;
uvList.Add(new Vector2(newUV_x, newUV_y));
//Debug.Log("纹理坐标" + uvList[uvList.Count - 1]);
}
//法向量
Vector3 normalX0 = normalList[trianglePointIndex0];
Vector3 normalX1 = normalList[trianglePointIndex1];
float newNoramlX01 = (normalX1.x - normalX0.x) * k01 + normalX0.x;
float newNoramlY01 = (normalX1.y - normalX0.y) * k01 + normalX0.y;
float newNoramlZ01 = (normalX1.z - normalX0.z) * k01 + normalX0.z;
normalList.Add(new Vector3(newNoramlX01, newNoramlY01, newNoramlZ01));
}
//求得1-2与切平面的交点
Vector3 newVertice12 = GetLinePlaneCrossPoint(trianglePointCoord1, trianglePointCoord2);
int index12 = IsContainsVertice(verticeList, newVertice12);
if (index12 == -1 || !m_IsClearSamePoint)
{
verticeList.Add(newVertice12);
index12 = verticeList.Count - 1;
float k12 = 0;
if (!IsEqual(newVertice12.x, trianglePointCoord1.x) && !IsEqual(trianglePointCoord2.x, trianglePointCoord1.x))
{
k12 = (newVertice12.x - trianglePointCoord1.x) / (trianglePointCoord2.x - trianglePointCoord1.x);
}
else if (!IsEqual(newVertice12.y, trianglePointCoord1.y) && !IsEqual(trianglePointCoord2.y, trianglePointCoord1.y))
{
k12 = (newVertice12.y - trianglePointCoord1.y) / (trianglePointCoord2.y - trianglePointCoord1.y);
}
else
{
k12 = (newVertice12.z - trianglePointCoord1.z) / (trianglePointCoord2.z - trianglePointCoord1.z);
}
if (uvList.Count > 0)
{
Vector2 uv1 = uvList[trianglePointIndex1];
Vector2 uv2 = uvList[trianglePointIndex2];
float newUV_x = (uv2.x - uv1.x) * k12 + uv1.x;
float newUV_y = (uv2.y - uv1.y) * k12 + uv1.y;
uvList.Add(new Vector2(newUV_x, newUV_y));
//Debug.Log("纹理坐标" + uvList[uvList.Count - 1]);
}
//法向量
Vector3 normalX1 = normalList[trianglePointIndex1];
Vector3 normalX2 = normalList[trianglePointIndex2];
float newNoramlX12 = (normalX2.x - normalX1.x) * k12 + normalX1.x;
float newNoramlY12 = (normalX2.y - normalX1.y) * k12 + normalX1.y;
float newNoramlZ12 = (normalX2.z - normalX1.z) * k12 + normalX1.z;
normalList.Add(new Vector3(newNoramlX12, newNoramlY12, newNoramlZ12));
}
//插入顶点索引,以此构建新三角形
triangleList.Insert(triangleIndex + 1, index01);
triangleList.Insert(triangleIndex + 2, index12);
triangleList.Insert(triangleIndex + 3, index12);
triangleList.Insert(triangleIndex + 4, index01);
triangleList.Insert(triangleIndex + 6, trianglePointIndex0);
triangleList.Insert(triangleIndex + 7, index12);
triangleIndex += 9;
}
//1-2,2-0相连线段被切割
else if (GetPointToClipPlaneDis(trianglePointCoord1) * GetPointToClipPlaneDis(trianglePointCoord2) < 0 &&
GetPointToClipPlaneDis(trianglePointCoord2) * GetPointToClipPlaneDis(trianglePointCoord0) < 0)
{
//求得1-2与切平面的交点
Vector3 newVertice12 = GetLinePlaneCrossPoint(trianglePointCoord1, trianglePointCoord2);
int index12 = IsContainsVertice(verticeList, newVertice12);
if (index12 == -1 || !m_IsClearSamePoint)
{
verticeList.Add(newVertice12);
index12 = verticeList.Count - 1;
float k12 = 0;
if(!IsEqual(newVertice12.x, trianglePointCoord1.x) && !IsEqual(trianglePointCoord2.x, trianglePointCoord1.x))
{
k12 = (newVertice12.x - trianglePointCoord1.x) / (trianglePointCoord2.x - trianglePointCoord1.x);
}
else if (!IsEqual(newVertice12.y, trianglePointCoord1.y) && !IsEqual(trianglePointCoord2.y, trianglePointCoord1.y))
{
k12 = (newVertice12.y - trianglePointCoord1.y) / (trianglePointCoord2.y - trianglePointCoord1.y);
}
else
{
k12 = (newVertice12.z - trianglePointCoord1.z) / (trianglePointCoord2.z - trianglePointCoord1.z);
}
if (uvList.Count > 0)
{
Vector2 uv1 = uvList[trianglePointIndex1];
Vector2 uv2 = uvList[trianglePointIndex2];
float newUV_x = (uv2.x - uv1.x) * k12 + uv1.x;
float newUV_y = (uv2.y - uv1.y) * k12 + uv1.y;
uvList.Add(new Vector2(newUV_x, newUV_y));
//Debug.Log("纹理坐标" + uvList[uvList.Count - 1]);
}
//法向量
Vector3 normalX1 = normalList[trianglePointIndex1];
Vector3 normalX2 = normalList[trianglePointIndex2];
float newNoramlX12 = (normalX2.x - normalX1.x) * k12 + normalX1.x;
float newNoramlY12 = (normalX2.y - normalX1.y) * k12 + normalX1.y;
float newNoramlZ12 = (normalX2.z - normalX1.z) * k12 + normalX1.z;
normalList.Add(new Vector3(newNoramlX12, newNoramlY12, newNoramlZ12));
}
//求得0-2与切平面的交点
Vector3 newVertice02 = GetLinePlaneCrossPoint(trianglePointCoord0, trianglePointCoord2);
int index02 = IsContainsVertice(verticeList, newVertice02);
if (index02 == -1 || !m_IsClearSamePoint)
{
verticeList.Add(newVertice02);
index02 = verticeList.Count - 1;
float k02 = 0;
if (!IsEqual(newVertice02.x, trianglePointCoord0.x) && !IsEqual(trianglePointCoord2.x, trianglePointCoord0.x))
{
k02 = (newVertice02.x - trianglePointCoord0.x) / (trianglePointCoord2.x - trianglePointCoord0.x);
}
else if (!IsEqual(newVertice02.y, trianglePointCoord0.y) && !IsEqual(trianglePointCoord2.y, trianglePointCoord0.y))
{
k02 = (newVertice02.y - trianglePointCoord0.y) / (trianglePointCoord2.y - trianglePointCoord0.y);
}
else
{
k02 = (newVertice02.z - trianglePointCoord0.z) / (trianglePointCoord2.z - trianglePointCoord0.z);
}
if (uvList.Count > 0)
{
Vector2 uv0 = uvList[trianglePointIndex0];
Vector2 uv2 = uvList[trianglePointIndex2];
float newUV_x = (uv2.x - uv0.x) * k02 + uv0.x;
float newUV_y = (uv2.y - uv0.y) * k02 + uv0.y;
uvList.Add(new Vector2(newUV_x, newUV_y));
//Debug.Log("纹理坐标" + uvList[uvList.Count - 1]);
}
//法向量
Vector3 normalX0 = normalList[trianglePointIndex0];
Vector3 normalX2 = normalList[trianglePointIndex2];
float newNoramlX02 = (normalX2.x - normalX0.x) * k02 + normalX0.x;
float newNoramlY02 = (normalX2.y - normalX0.y) * k02 + normalX0.y;
float newNoramlZ02 = (normalX2.z - normalX0.z) * k02 + normalX0.z;
normalList.Add(new Vector3(newNoramlX02, newNoramlY02, newNoramlZ02));
}
//插入顶点索引,以此构建新三角形
//{0}
//{1}
triangleList.Insert(triangleIndex + 2, index12);
triangleList.Insert(triangleIndex + 3, index02);
triangleList.Insert(triangleIndex + 4, index12);
//{2}
triangleList.Insert(triangleIndex + 6, index02);
triangleList.Insert(triangleIndex + 7, trianglePointIndex0);
triangleList.Insert(triangleIndex + 8, index12);
triangleIndex += 9;
}
//0-1,2-0相连线段被切割
else if (GetPointToClipPlaneDis(trianglePointCoord0) * GetPointToClipPlaneDis(trianglePointCoord1) < 0 &&
GetPointToClipPlaneDis(trianglePointCoord2) * GetPointToClipPlaneDis(trianglePointCoord0) < 0)
{
//求得0-1与切平面的交点
Vector3 newVertice01 = GetLinePlaneCrossPoint(trianglePointCoord0, trianglePointCoord1);
int index01 = IsContainsVertice(verticeList, newVertice01);
if (index01 == -1 || !m_IsClearSamePoint)
{
verticeList.Add(newVertice01);
index01 = verticeList.Count - 1;
float k01 = 0;
if (!IsEqual(newVertice01.x, trianglePointCoord0.x) && !IsEqual(trianglePointCoord1.x, trianglePointCoord0.x))
{
k01 = (newVertice01.x - trianglePointCoord0.x) / (trianglePointCoord1.x - trianglePointCoord0.x);
}
else if(!IsEqual(newVertice01.y, trianglePointCoord0.y) && !IsEqual(trianglePointCoord1.y, trianglePointCoord0.y))
{
k01 = (newVertice01.y - trianglePointCoord0.y) / (trianglePointCoord1.y - trianglePointCoord0.y);
}
else
{
k01 = (newVertice01.z - trianglePointCoord0.z) / (trianglePointCoord1.z - trianglePointCoord0.z);
}
if (uvList.Count > 0)
{
Vector2 uv0 = uvList[trianglePointIndex0];
Vector2 uv1 = uvList[trianglePointIndex1];
float newUV_x = (uv1.x - uv0.x) * k01 + uv0.x;
float newUV_y = (uv1.y - uv0.y) * k01 + uv0.y;
uvList.Add(new Vector2(newUV_x, newUV_y));
Debug.Log("纹理坐标" + uvList[uvList.Count - 1]);
}
//法向量
Vector3 normalX0 = normalList[trianglePointIndex0];
Vector3 normalX1 = normalList[trianglePointIndex1];
float newNoramlX01 = (normalX1.x - normalX0.x) * k01 + normalX0.x;
float newNoramlY01 = (normalX1.y - normalX0.y) * k01 + normalX0.y;
float newNoramlZ01 = (normalX1.z - normalX0.z) * k01 + normalX0.z;
normalList.Add(new Vector3(newNoramlX01, newNoramlY01, newNoramlZ01));
}
//求得0-2与切平面的交点
Vector3 newVertice02 = GetLinePlaneCrossPoint(trianglePointCoord0, trianglePointCoord2);
int index02 = IsContainsVertice(verticeList, newVertice02);
if (index02 == -1 || !m_IsClearSamePoint)
{
verticeList.Add(newVertice02);
index02 = verticeList.Count - 1;
float k02 = 0;
if (!IsEqual(newVertice02.x, trianglePointCoord0.x) && !IsEqual(trianglePointCoord2.x, trianglePointCoord0.x))
{
k02 = (newVertice02.x - trianglePointCoord0.x) / (trianglePointCoord2.x - trianglePointCoord0.x);
}
else if(!IsEqual(newVertice02.y, trianglePointCoord0.y) && !IsEqual(trianglePointCoord2.y, trianglePointCoord0.y))
{
k02 = (newVertice02.y - trianglePointCoord0.y) / (trianglePointCoord2.y - trianglePointCoord0.y);
}
else
{
k02 = (newVertice02.z - trianglePointCoord0.z) / (trianglePointCoord2.z - trianglePointCoord0.z);
}
if (uvList.Count > 0)
{
Vector2 uv0 = uvList[trianglePointIndex0];
Vector2 uv2 = uvList[trianglePointIndex2];
float newUV_x = (uv2.x - uv0.x) * k02 + uv0.x;
float newUV_y = (uv2.y - uv0.y) * k02 + uv0.y;
uvList.Add(new Vector2(newUV_x, newUV_y));
Debug.Log("纹理坐标" + uvList[uvList.Count - 1]);
}
//法向量
Vector3 normalX0 = normalList[trianglePointIndex0];
Vector3 normalX2 = normalList[trianglePointIndex2];
float newNoramlX02 = (normalX2.x - normalX0.x) * k02 + normalX0.x;
float newNoramlY02 = (normalX2.y - normalX0.y) * k02 + normalX0.y;
float newNoramlZ02 = (normalX2.z - normalX0.z) * k02 + normalX0.z;
normalList.Add(new Vector3(newNoramlX02, newNoramlY02, newNoramlZ02));
}
//插入顶点索引,以此构建新三角形
//{0}
triangleList.Insert(triangleIndex + 1, index01);
triangleList.Insert(triangleIndex + 2, index02);
triangleList.Insert(triangleIndex + 3, index01);
//{1}
//{2}
triangleList.Insert(triangleIndex + 6, trianglePointIndex2);
triangleList.Insert(triangleIndex + 7, index02);
triangleList.Insert(triangleIndex + 8, index01);
triangleIndex += 9;
}
else
{
triangleIndex += 3;
}
}
//Debug.Log("顶点数" + verticeList.Count);
//Debug.Log("顶点索引数" + triangleList.Count);
//筛选出切割面两侧的顶点索引
List<int> triangles1 = new List<int>();
List<int> triangles2 = new List<int>();
for (int triangleIndex = 0; triangleIndex < triangleList.Count; triangleIndex += 3)
{
int trianglePoint0 = triangleList[triangleIndex];
int trianglePoint1 = triangleList[triangleIndex + 1];
int trianglePoint2 = triangleList[triangleIndex + 2];
Vector3 point0 = verticeList[trianglePoint0];
Vector3 point1 = verticeList[trianglePoint1];
Vector3 point2 = verticeList[trianglePoint2];
//切割面
float dis0 = GetPointToClipPlaneDis(point0);
float dis1 = GetPointToClipPlaneDis(point1);
float dis2 = GetPointToClipPlaneDis(point2);
if ((dis0 < 0 || IsEqual(dis0, 0)) && (dis1 < 0 || IsEqual(dis1, 0)) && (dis2 < 0 || IsEqual(dis2, 0)))
{
triangles1.Add(trianglePoint0);
triangles1.Add(trianglePoint1);
triangles1.Add(trianglePoint2);
}
else
{
triangles2.Add(trianglePoint0);
triangles2.Add(trianglePoint1);
triangles2.Add(trianglePoint2);
}
}
//新生顶点数
int newVerticeCount = verticeList.Count - verticeCount;
//再次添加一遍新增顶点,用于缝合切口
for (int newVerticeIndex = 0; newVerticeIndex < newVerticeCount; ++newVerticeIndex)
{
Vector3 newVertice = verticeList[verticeCount + newVerticeIndex];
Vector3 qiekouVertice = new Vector3(newVertice.x, newVertice.y, newVertice.z);
verticeList.Add(qiekouVertice);
//uv
if (uvList.Count > 0)
{
Vector2 newUv = uvList[verticeCount + newVerticeIndex];
Vector2 qiekouUv = new Vector3(0.99f, 0.99f);
uvList.Add(qiekouUv);
}
//法线
Vector3 newNormal = normalList[verticeCount + newVerticeIndex];
Vector3 qiekouNormal = new Vector3(newNormal.x, newNormal.y, newNormal.z);
normalList.Add(qiekouNormal);
}
verticeCount = verticeCount + newVerticeCount;
//重新排序新生成的顶点,按照角度
List<SortAngle> SortAngleList = new List<SortAngle>();
for (int verticeIndex = verticeCount + 1; verticeIndex < verticeList.Count; verticeIndex++)
{
//计算角度,以0-1为参照
Vector3 vec1to0 = verticeList[verticeCount + 1] - verticeList[verticeCount];
Vector3 indexTo0 = verticeList[verticeIndex] - verticeList[verticeCount];
float moIndexto0 = indexTo0.magnitude;
float mo1to0 = vec1to0.magnitude;
float dotRes = Vector3.Dot(indexTo0, vec1to0);
if (moIndexto0 == 0.0f)
{
continue;
}
float angle = Mathf.Acos(dotRes / (mo1to0 * moIndexto0)); //Vector3.Angle(indexTo0.normalized, vec1to0.normalized);
bool isExis = false;
for (int i = 0; i < SortAngleList.Count; ++i)
{
//同样角度,距离近的被剔除
if (Mathf.Abs(SortAngleList[i].Angle * 180.0f / Mathf.PI - angle * 180.0f / Mathf.PI) < 0.1f)
{
float dis1 = Vector3.Distance(verticeList[SortAngleList[i].Index], verticeList[verticeCount]);
float dis2 = Vector3.Distance(verticeList[verticeIndex], verticeList[verticeCount]);
if (dis2 >= dis1)
{
SortAngleList[i].Index = verticeIndex;
}
isExis = true;
break;
}
}
if (!isExis)
{
//Debug.Log(angle);
SortAngle sortAngle = new SortAngle();
sortAngle.Index = verticeIndex;
sortAngle.Angle = angle;
SortAngleList.Add(sortAngle);
}
}
SortAngleList.Sort();
//缝合切口
for (int verticeIndex = 0; verticeIndex < SortAngleList.Count - 1;)
{
triangles2.Add(SortAngleList[verticeIndex + 1].Index);
triangles2.Add(SortAngleList[verticeIndex].Index);
triangles2.Add(verticeCount);
triangles1.Add(verticeCount);
triangles1.Add(SortAngleList[verticeIndex].Index);
triangles1.Add(SortAngleList[verticeIndex + 1].Index);
verticeIndex++;
}
mf.mesh.vertices = verticeList.ToArray();
mf.mesh.triangles = triangles1.ToArray();
if (uvList.Count > 0)
{
mf.mesh.uv = uvList.ToArray();
}
mf.mesh.normals = normalList.ToArray();
//分割模型
if(triangles2.Count > 0)
{
GameObject newModel = new GameObject("New Model");
MeshFilter meshFilter = newModel.AddComponent<MeshFilter>();
meshFilter.mesh.vertices = mf.mesh.vertices;
meshFilter.mesh.triangles = triangles2.ToArray();
meshFilter.mesh.uv = mf.mesh.uv;
meshFilter.mesh.normals = mf.mesh.normals;
Renderer newRenderer = newModel.AddComponent<MeshRenderer>();
newRenderer.material = this.gameObject.GetComponent<MeshRenderer>().material;
newModel.transform.SetParent(transform.parent);
newModel.transform.localPosition = transform.localPosition;
newModel.transform.localRotation = transform.localRotation;
newModel.transform.localScale = transform.localScale;
newModel.AddComponent<TouchToPlane>();
}
}
float GetPointToClipPlaneDis(Vector3 point)
{
return Vector3.Dot((point - m_ClipPlanePoint), m_ClipPlaneNormal);
}
Vector3 GetLinePlaneCrossPoint(Vector3 lineBegin, Vector3 lineEnd)
{
//Debug.Log("起点:" + lineBegin + "," + "终点:" + lineEnd);
float x = 0;
float y = 0;
float z = 0;
float offsetZ = lineEnd.z - lineBegin.z;
float offsetY = lineEnd.y - lineBegin.y;
if (offsetZ != 0)
{
float k1 = (m_ClipPlaneNormal.x * (lineEnd.x - lineBegin.x) + m_ClipPlaneNormal.y * (lineEnd.y - lineBegin.y)) / offsetZ + m_ClipPlaneNormal.z;
float k2 = (m_ClipPlaneNormal.x * lineBegin.z * (lineEnd.x - lineBegin.x) + m_ClipPlaneNormal.y * lineBegin.z * (lineEnd.y - lineBegin.y)) / offsetZ;
float k3 = m_ClipPlaneNormal.x * lineBegin.x - m_ClipPlaneNormal.x * m_ClipPlanePoint.x + m_ClipPlaneNormal.y * lineBegin.y - m_ClipPlaneNormal.y * m_ClipPlanePoint.y - m_ClipPlaneNormal.z * m_ClipPlanePoint.z;
z = (k2 - k3) / k1;
x = (z - lineBegin.z) * (lineEnd.x - lineBegin.x) / offsetZ + lineBegin.x;
y = (z - lineBegin.z) * (lineEnd.y - lineBegin.y) / offsetZ + lineBegin.y;
}
else if(offsetY != 0)
{
z = lineBegin.z;
float k1 = m_ClipPlaneNormal.y + m_ClipPlaneNormal.x * (lineEnd.x - lineBegin.x) / (lineEnd.y - lineBegin.y);
float k2 = m_ClipPlaneNormal.x * lineBegin.y * (lineEnd.x - lineBegin.x) / (lineEnd.y - lineBegin.y);
float k3 = lineBegin.x* m_ClipPlaneNormal.x - m_ClipPlanePoint.x * m_ClipPlaneNormal.x - m_ClipPlaneNormal.y * m_ClipPlanePoint.y + m_ClipPlaneNormal.z * z - m_ClipPlaneNormal.z * m_ClipPlanePoint.z;
y = (k2 - k3) / k1;
x = (y - lineBegin.y) * (lineEnd.x - lineBegin.x) / (lineEnd.y - lineBegin.y) + lineBegin.x;
}
else
{
z = lineBegin.z;
y = lineBegin.y;
x = (m_ClipPlaneNormal.x * m_ClipPlanePoint.x - m_ClipPlaneNormal.y * (y - m_ClipPlanePoint.y) - m_ClipPlaneNormal.z * (z - m_ClipPlanePoint.z)) / m_ClipPlaneNormal.x;
}
// Debug.Log(x + "," + y + "," + z);
return new Vector3(x, y, z);
}
int IsContainsVertice(List<Vector3> list, Vector3 vertice)
{
int count = list.Count;
for(int i = 0; i < count; ++i)
{
Vector3 ii = list[i];
if (IsEqual(ii.x, vertice.x) && IsEqual(ii.y, vertice.y) && IsEqual(ii.z, vertice.z))
{
return i;
}
}
return -1;
}
bool IsEqual(float num1, float num2)
{
float absX = Mathf.Abs(num1 - num2);
return absX < 0.00001f;
}
public void Split()
{
Vector3 touchBeganPoint_screen = new Vector3(StartPoint.x, StartPoint.y, Camera.main.nearClipPlane);
Vector3 touchEndPoint_screen = new Vector3(EndPoint.x, EndPoint.y, Camera.main.nearClipPlane);
Vector3 normalEndPoint_screen = new Vector3(StartPoint.x, StartPoint.y, Camera.main.nearClipPlane + 10);
if (UpdateClipPlane(touchBeganPoint_screen, touchEndPoint_screen, normalEndPoint_screen))
{
Debug.Log("切割");
ClipMesh();
}
}
void CreatPrefab(GameObject obj)
{
AssetDatabase.CreateFolder("Assets", "SavePrefeab");
// AssetDatabase.CreateFolder(getParentPath(pDir), getParentName(path));
AssetDatabase.Refresh();
// makeParentDirExist(path);
Object prefab = PrefabUtility.CreateEmptyPrefab("Assets/SavePrefeab/test.prefab");
PrefabUtility.ReplacePrefab(obj, prefab, ReplacePrefabOptions.ConnectToPrefab);
}
}
切割完成之后形成新的网格怎么保存在内存中?结束运行之后网格就没了,就算把新生成的物体保存在内存中,结束运行之后还是保存不了网格,新生成的物体meshfilter里面是none
生成的是.asset资源
材质球和网格都可以保存