unity---Mesh网格编程
Posted 格拉格拉
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目录
unity---Mesh网格编程(四)这里说了用Mesh 创建一个圆角立方体
1.绘制圆形立方体
2.代码
using UnityEngine;
//脚本挂载到物体时自动添加 MeshFilter 与 MeshRenderer 组件
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class Circle : MonoBehaviour
//直径
public int _diameterSize;
//半径
private float _radius;
public float _unitDistace;
private Vector3[] _vertices;
private int[] _triangles;
private int _t = 0, _v = 0;
private Vector3[] _normals;
void Awake()
Mesh mesh = new Mesh();
MeshFilter filter = GetComponent<MeshFilter>();
filter.mesh = mesh;
mesh.name = "circleMesh";
GenerateMesh(mesh);
_radius = _diameterSize * _unitDistace / 2;
//添加collider组件,用于接收点击或射线事件
gameObject.AddComponent<SphereCollider>();
private void GenerateMesh(Mesh mesh)
GenerateVextex();
_normals = new Vector3[_vertices.Length];
Vector3 inner;
for (int i = 0; i < _vertices.Length; i++)
inner = SetNormal(i);
ResetVextexPos(i, inner);
mesh.vertices = _vertices;
GenerateTriange(mesh);
private int GetVextexCount()
int connerVertexCount = 8;
int edgeVertexCount = (_diameterSize + _diameterSize + _diameterSize - 3) * 4;
int faceVertexCount = (_diameterSize - 1) * (_diameterSize - 1) * 2
+ (_diameterSize - 1) * (_diameterSize - 1) * 2
+ (_diameterSize - 1) * (_diameterSize - 1) * 2;
return connerVertexCount + edgeVertexCount + faceVertexCount;
private void GenerateVextex()
_vertices = new Vector3[GetVextexCount()];
int index = 0;
for (int y = 0; y < _diameterSize + 1; y++)
for (int x = 0; x < _diameterSize + 1; x++, index++)
_vertices[index] = GetVertexPos(x, y, 0);
for (int z = 1; z < _diameterSize + 1; z++, index++)
_vertices[index] = GetVertexPos(_diameterSize, y, z);
for (int x = _diameterSize - 1; x >= 0; x--, index++)
_vertices[index] = GetVertexPos(x, y, _diameterSize);
for (int z = _diameterSize - 1; z > 0; z--, index++)
_vertices[index] = GetVertexPos(0, y, z);
for (int z = 1; z < _diameterSize; z++)
for (int x = 1; x < _diameterSize; x++, index++)
_vertices[index] = GetVertexPos(x, _diameterSize, z);
for (int z = 1; z < _diameterSize; z++)
for (int x = 1; x < _diameterSize; x++, index++)
_vertices[index] = GetVertexPos(x, 0, z);
private Vector3 GetVertexPos(int xSize, int ySize, int zSize)
return new Vector3(xSize, ySize, zSize) * _unitDistace;
private int GetTriangeCount()
return _diameterSize * _diameterSize * 4 + _diameterSize * _diameterSize * 4 + _diameterSize * _diameterSize * 4;
private void GenerateTriange(Mesh mesh)
_triangles = new int[GetTriangeCount() * 3];
int circleVextexCount = 2 * _diameterSize + 2 * _diameterSize;
GenerateSide(mesh, circleVextexCount);
GenerateTop(mesh, circleVextexCount);
GenerateBottom(mesh, circleVextexCount);
mesh.triangles = _triangles;
private void GenerateSide(Mesh mesh, int circleVextexCount)
for (int y = 0; y < _diameterSize; y++)
for (int i = 0; i < circleVextexCount; i++, _v++, _t += 6)
SetQuad(_triangles, _t, _v, _v + 1, _v + circleVextexCount, _v + 1 + circleVextexCount, circleVextexCount);
private void GenerateTop(Mesh mesh, int circleVextexCount)
for (int x = 0; x < _diameterSize - 1; x++, _v++, _t += 6)
SetQuad(_triangles, _t, _v, _v + 1, _v + circleVextexCount - 1, _v + circleVextexCount);
SetQuad(_triangles, _t, _v, _v + 1, _v + circleVextexCount - 1, _v + 2);
_t += 6;
int vMin = circleVextexCount * (_diameterSize + 1) - 1;
int vMid = vMin + 1;
int vMax = _v + 2;
for (int z = 0; z < _diameterSize - 2; z++, vMin--, vMid++, vMax++)
SetQuad(_triangles, _t, vMin, vMid, vMin - 1, vMid + _diameterSize);
_t += 6;
for (int i = 0; i < _diameterSize - 2; i++, _t += 6, vMid++)
SetQuad(_triangles, _t, vMid, vMid + 1, vMid + _diameterSize - 1, vMid + _diameterSize);
SetQuad(_triangles, _t, vMid, vMax, vMid + _diameterSize - 1, vMax + 1);
_t += 6;
int vTop = vMin - 2;
SetQuad(_triangles, _t, vMin, vMid, vMin - 1, vTop);
_t += 6;
for (int i = 0; i < _diameterSize - 2; i++, vMid++, vTop--)
SetQuad(_triangles, _t, vMid, vMid + 1, vTop, vTop - 1);
_t += 6;
SetQuad(_triangles, _t, vMid, vTop - 2, vTop, vTop - 1);
_t += 6;
private void GenerateBottom(Mesh mesh, int circleVextexCount)
int vMin = circleVextexCount - 1;
int vMid = _vertices.Length - (_diameterSize - 1) * (_diameterSize - 1);
SetQuad(_triangles, _t, vMin, vMid, 0, 1);
_t += 6;
int vMax = 1;
for (int i = 0; i < _diameterSize - 2; i++, _t += 6, vMax++, vMid++)
SetQuad(_triangles, _t, vMid, vMid + 1, vMax, vMax + 1);
SetQuad(_triangles, _t, vMid, vMax + 2, vMax, vMax + 1);
_t += 6;
vMid++;
vMax += 2;
for (int z = 0; z < _diameterSize - 2; z++, vMin--, vMid++, vMax++)
SetQuad(_triangles, _t, vMin - 1, vMid, vMin, vMid - _diameterSize + 1);
_t += 6;
for (int i = 0; i < _diameterSize - 2; i++, _t += 6, vMid++)
SetQuad(_triangles, _t, vMid, vMid + 1, vMid - _diameterSize + 1, vMid - _diameterSize + 2);
SetQuad(_triangles, _t, vMid, vMax + 1, vMid - _diameterSize + 1, vMax);
_t += 6;
vMid = vMid - _diameterSize + 1;
SetQuad(_triangles, _t, vMin - 1, vMin - 2, vMin, vMid);
_t += 6;
int vBottom = vMin - 2;
for (int i = 0; i < _diameterSize - 2; i++, _t += 6, vBottom--, vMid++)
SetQuad(_triangles, _t, vBottom, vBottom - 1, vMid, vMid + 1);
SetQuad(_triangles, _t, vBottom, vBottom - 1, vMid, vBottom - 2);
_t += 6;
private void SetQuad(int[] triangles, int i, int v00, int v10, int v01, int v11, int circleVextexCount)
v10 = (v00 / circleVextexCount) * circleVextexCount + v10 % circleVextexCount;
v11 = (v01 / circleVextexCount) * circleVextexCount + v11 % circleVextexCount;
SetQuad(triangles, i, v00, v10, v01, v11);
private void SetQuad(int[] triangles, int i, int v00, int v10, int v01, int v11)
triangles[i] = v00;
triangles[i + 1] = v01;
triangles[i + 2] = v10;
triangles[i + 3] = v01;
triangles[i + 4] = v11;
triangles[i + 5] = v10;
//圆角逻辑
private Vector3 SetNormal(int i)
var vextex = _vertices[i];
var inner = new Vector3(_radius, _radius, _radius);
_normals[i] = (vextex - inner).normalized;
return inner;
private void ResetVextexPos(int i, Vector3 inner)
_vertices[i] = _normals[i] * _radius + inner;
3.点击变形动画
using UnityEngine;
public class MeshClick : MonoBehaviour
//作用力
public float _force = 10;
//位移
private float _offset = 0.1f;
private Mesh _mesh;
//圆形 原顶点位置
private Vector3[] _oldVertices;
//圆形 变形后顶点位置
private Vector3[] _newVertices;
private Vector3[] _vertexVelocities;
private float _springForce = 20;
private float _damping = 0.9f;
void Start()
_mesh = GetComponent<MeshFilter>().mesh;
_oldVertices = _mesh.vertices;
_newVertices = new Vector3[_oldVertices.Length];
for (int i = 0; i < _oldVertices.Length; i++)
_newVertices[i] = _oldVertices[i];
_vertexVelocities = new Vector3[_oldVertices.Length];
public void AddForce(Vector3 hitPos, float force)
//世界坐标转本地坐标
hitPos = transform.InverseTransformPoint(hitPos);
for (int i = 0; i < _newVertices.Length; i++)
AddForceToVertex(i, hitPos, force);
private void AddForceToVertex(int i, Vector3 hitPos, float force)
Vector3 point = _newVertices[i] - hitPos;
//力的衰减
force = force / (1 + point.sqrMagnitude);
float velocity = force * Time.deltaTime;
_vertexVelocities[i] += point.normalized * velocity;
private void Update()
for (int i = 0; i < _newVertices.Length; i++)
_vertexVelocities[i] += GetReactiveVelocity(i);
_vertexVelocities[i] *= _damping;
_newVertices[i] += _vertexVelocities[i] * Time.deltaTime;
_mesh.vertices = _newVertices;
_mesh.RecalculateNormals();
//点击变形
if (Input.GetMouseButton(0))
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
//受力的点 = 射线法向量 * 位移 + 点击的点
var point = hit.normal * _offset + hit.point;
AddForce(point, _force);
private Vector3 GetReactiveVelocity(int i)
Vector3 reactiveForce = _oldVertices[i] - _newVertices[i];
return reactiveForce * Time.deltaTime * _springForce;
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