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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。

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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:

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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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