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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