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;
}
}
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/zzlyw/article/details/53256916
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