Unity3D网格功能生成球体网格模型
本文实例为大家分享了Unity3D网格功能生成球体网格模型的具体代码,供大家参考,具体内容如下
前面已经讲过怎样使用mesh生成一个自己的网格,那么本文将会讲述怎样将这个网格变换成自己想要的形状,比如一个球体。
我们需要知道一个从平面坐标到球体坐标的映射公式。假设平面坐标是(x,y),球体坐标是(x0,y0,z0),则
球体坐标(x0,y0,z0)可以通过以下代码得到,(x,y) 对应vertices[i].x和vertices[i].y。
v.x = r * Mathf.Cos(vertices[i].x / width * 2 * Mathf.PI) * Mathf.Cos(vertices[i].y / height * Mathf.PI - Mathf.PI / 2); v.y = r * Mathf.Sin(vertices[i].x / width * 2 * Mathf.PI) * Mathf.Cos(vertices[i].y / height * Mathf.PI - Mathf.PI / 2); v.z = r * Mathf.Sin(vertices[i].y / height * Mathf.PI - Mathf.PI / 2);
完整代码在最后,将完整的脚本绑定到一个空物体上,把棋盘格图案chessboard.jpg放到Assets\Resources下,还要在场景中生成一个sphere作为显示网格顶点的辅助物体。一切就绪后,运行效果如下:
using UnityEngine; using System.Collections; public class BallMesh : MonoBehaviour { Mesh mesh; Vector3[] vertices; Vector2[] uv; int[] triangles; Vector3[] normals; public GameObject sphere; GameObject[] spheres; void Start() { gameObject.AddComponent<MeshFilter>(); gameObject.AddComponent<MeshRenderer>(); Texture img = (Texture)Resources.Load("tm"); gameObject.GetComponent<Renderer>().material.mainTexture = img; mesh = new Mesh(); int m = 25; //row int n = 50; //col float width = 8; float height = 6; vertices = new Vector3[(m + 1) * (n + 1)];//the positions of vertices spheres = new GameObject[(m + 1) * (n + 1)]; uv = new Vector2[(m + 1) * (n + 1)]; normals = new Vector3[(m + 1) * (n + 1)]; triangles = new int[6 * m * n]; for (int i = 0; i < vertices.Length; i++) { float x = i % (n + 1); float y = i / (n + 1); float x_pos = x / n * width; float y_pos = y / m * height; vertices[i] = new Vector3(x_pos, y_pos, 0); float u = x / n; float v = y / m; uv[i] = new Vector2(u, v); } for (int i = 0; i < 2 * m * n; i++) { int[] triIndex = new int[3]; if (i % 2 == 0) { triIndex[0] = i / 2 + i / (2 * n); triIndex[1] = triIndex[0] + 1; triIndex[2] = triIndex[0] + (n + 1); } else { triIndex[0] = (i + 1) / 2 + i / (2 * n); triIndex[1] = triIndex[0] + (n + 1); triIndex[2] = triIndex[1] - 1; } triangles[i * 3] = triIndex[0]; triangles[i * 3 + 1] = triIndex[1]; triangles[i * 3 + 2] = triIndex[2]; } int r = 10; for (int i = 0; i < vertices.Length; i++) { spheres[i] = Instantiate( sphere,this.transform) as GameObject; Vector3 v ; v.x = r * Mathf.Cos(vertices[i].x / width * 2 * Mathf.PI) * Mathf.Cos(vertices[i].y / height * Mathf.PI - Mathf.PI / 2); v.y = r * Mathf.Sin(vertices[i].x / width * 2 * Mathf.PI) * Mathf.Cos(vertices[i].y / height * Mathf.PI - Mathf.PI / 2); v.z = r * Mathf.Sin(vertices[i].y / height * Mathf.PI - Mathf.PI / 2); //v = vertices[i]; vertices[i] = v; spheres[i].transform.localPosition = v; normals[i] = new Vector3(0,1,0); } mesh.vertices = vertices; mesh.normals = normals; mesh.uv = uv; mesh.triangles = triangles; this.GetComponent<MeshFilter>().mesh = mesh; } }
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