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Unity3D网格功能生成球体网格模型

2020-01-24 00:09:45
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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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