一个模型(Mesh)导入unity后变成两个部分,变成XX__MeshPart0和XX__MeshPart1

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如可才能使导入至unity3D中的物体不分成两个部分?

动画 ,然后生成FBX文件导入UNITY。全部动作在一个FBX中导出,... 因为蒙皮信息依赖Mesh。 参考技术A 什么问题知道了吗?我也遇见这种问题 无论重试多少次都不行

unity---Mesh网格编程

目录

1.模型切割

2.代码


1.模型切割

如图,对3D模型的Mesh网格进行切割,会经过若干个三角面。而切割后,将会产生新的面来组成左右两边的物体。

 要记录每个顶点与顶点下标,新的面要顺时针绘制,

 

 

2.代码

using System.Collections.Generic;
using UnityEngine;

public class CutMode : MonoBehaviour

    private Material cutMaterial;
    private Vector3 _startPos;
    private Vector3 _endPos;
    private Vector3 _hitPos;
    private Vector3 _dir, _upDir, _planeNormal;

    private Mesh _mesh;
    private Transform _hitTrans;
    private MeshFilter _leftMeshFilter;

    /// 三角形三个顶点的坐标信息缓存(世界坐标)
    private Vector3[] _triangleTemp = new Vector3[3];
    /// 三角形三个点乘结果的缓存
    private float[] _resultTemp = new float[3];

    //左侧(和平面法向量同侧)模型数据
    private List<Vector3> _leftVertices = new List<Vector3>();
    private List<int> _leftTriangles = new List<int>();
    private List<Vector3> _leftNormals = new List<Vector3>();
    public List<Vector2> uvs_left;
    /// key:原模型顶点下标  value:现模型的顶点下标
    private Dictionary<int, int> _leftIndexMapping = new Dictionary<int, int>();

    //右侧(和平面法向量反向)模型数据
    private List<Vector3> _rightVertices = new List<Vector3>();
    private List<int> _rightTriangles = new List<int>();
    private List<Vector3> _rightNormals = new List<Vector3>();
    public List<Vector2> uvs_right;
    /// key:原模型顶点下标  value:现模型的顶点下标
    private Dictionary<int, int> _rightIndexMapping = new Dictionary<int, int>();
    /// 切面上新生成的顶点
    private List<Vector3> _rectionVertexs = new List<Vector3>();

    private void Update()
    
        if (Input.GetMouseButtonDown(0))
        
            _startPos = Input.mousePosition;
        

        if (Input.GetMouseButtonUp(0))
        
            _endPos = Input.mousePosition;
            Ray();
        
    

    private void Ray()
    
        //两点间的中心点
        var center = (_endPos + _startPos) * 0.5f;
        var ray = Camera.main.ScreenPointToRay(center);
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit))
        
            _hitTrans = hit.transform;
            if (_hitTrans.tag.Equals("cutObj"))
            
                Debug.Log("我切到了" + _hitTrans.name);
                cutMaterial = _hitTrans.GetComponent<MeshRenderer>().materials[0];
            
            else
            
                return;
            

            _hitPos = hit.point;
            _leftMeshFilter = _hitTrans.GetComponent<MeshFilter>();
            _mesh = hit.transform.GetComponent<MeshFilter>().mesh;

            //相机到物体的方向向量   Vector3.normalized归一化向量
            _dir = (hit.point - Camera.main.transform.position).normalized;
            //垂直于_dir的方向向量  Vector3.Dot(v1,v2)点乘--->计算v1在v2上的投影长度(标量)--法向量
            _upDir = (-_dir * Vector3.Dot(Vector3.up, _dir) + Vector3.up).normalized;
            //平面        Vector3.Cross叉乘
            _planeNormal = Vector3.Cross(_dir, _upDir);

            //计算滑动方向与角度
            Vector3 sildeDir = _endPos - _startPos;
            Vector3 baseDir = sildeDir.y < 0 ? -Vector3.up : Vector3.up;
            float angle = Vector3.Angle(sildeDir, baseDir);

            if (sildeDir.y < 0)
            
                angle = sildeDir.x > 0 ? angle : -angle;
            
            else
            
                angle = sildeDir.x > 0 ? -angle : angle;
            
            //角度转弧度
            angle *= Mathf.Deg2Rad;
            //sin  cos 需传入的参数为弧度
            _upDir = _upDir * Mathf.Cos(angle) + _planeNormal * Mathf.Sin(angle);
            _planeNormal = Vector3.Cross(_dir, _upDir);

            Cut();
        
        else
        
            _hitPos = Vector3.zero;
            _mesh = null;
        
    

    private void Cut()
    
        if (_mesh == null)
            return;
        ClearData();
        CalculateVertexInfo();
        GenerateSectionInfo();
        GenerateMesh();
    

    private void ClearData()
    
        _leftVertices.Clear();
        _leftTriangles.Clear();
        _leftNormals.Clear();
        _leftIndexMapping.Clear();
        _rightNormals.Clear();
        _rightTriangles.Clear();
        _rightVertices.Clear();
        _rightIndexMapping.Clear();
        _rectionVertexs.Clear();
    

    private void GenerateMesh()
    
        GenerateLeftMesh();
        GenerateRightMesh();
    

    private void GenerateLeftMesh()
    
        Mesh mesh = new Mesh();
        mesh.name = "leftMesh";
        mesh.vertices = _leftVertices.ToArray();
        mesh.triangles = _leftTriangles.ToArray();
        mesh.normals = _leftNormals.ToArray();
        //ToDo mesh.uv = 
        _leftMeshFilter.mesh = mesh;
    

    private int newObjNum = 0;
    private void GenerateRightMesh()
    
        Mesh mesh = new Mesh();
        mesh.name = "rightMesh";
        mesh.vertices = _rightVertices.ToArray();
        mesh.normals = _rightNormals.ToArray();
        mesh.triangles = _rightTriangles.ToArray();
        //ToDo mesh.uv = 
        GameObject newGo = new GameObject();
        newGo.name = "newObj" + newObjNum;
        newGo.transform.tag = "cutObj";
        newGo.transform.position = _hitTrans.position;
        newGo.transform.rotation = _hitTrans.rotation;

        newGo.AddComponent<MeshFilter>().mesh = mesh;
        //newGo.AddComponent<MeshRenderer>().material = _hitTrans.GetComponent<MeshRenderer>().material;
        newGo.AddComponent<MeshRenderer>().material = cutMaterial;
        newGo.AddComponent<Rigidbody>();
        newGo.AddComponent<MeshCollider>().convex = true;
        newObjNum++;
    

    /// <summary>
    /// 分别计算并存储切开的两个部分的顶点信息
    /// </summary>
    private void CalculateVertexInfo()
    
        var triangles = _mesh.triangles;

        for (int i = 0; i < triangles.Length; i += 3)
        
            //三个顶点在原triangles中下标是 i i+1 i+2
            GetDotResult(i, triangles);

            if (_resultTemp[0] >= 0 && _resultTemp[1] >= 0 && _resultTemp[2] >= 0)
            
                //左侧
                SaveOldVertex(i, true);
            
            else if (_resultTemp[0] <= 0 && _resultTemp[1] <= 0 && _resultTemp[2] <= 0)
            
                //右侧
                SaveOldVertex(i, false);
            
            else
            
                //被切割的三角形部分
                int differentIndex = GetDifferentSidePointIndex();
                //当前点在triangles的下标
                int p0_Index = i + differentIndex;
                int p1_index = (differentIndex + 1) % 3 + i;
                //先算出c1点进行存储
                SavePointOnSection(_mesh.triangles[p0_Index], _mesh.triangles[p1_index]);
                int p2_index = (differentIndex + 2) % 3 + i;
                //再算出c2点进行存储
                SavePointOnSection(_mesh.triangles[p0_Index], _mesh.triangles[p2_index]);

                SaveCutTriangleVertex(_resultTemp[differentIndex], p0_Index, p1_index, p2_index);
            
        
    

    private void SaveCutTriangleVertex(float result, int p0, int p1, int p2)
    
        if (result >= 0)
        
            SaveOldVertex(p0, _leftVertices, _leftNormals, _leftIndexMapping);
            SaveSectionVertexWithOnePoint(p0, _leftTriangles, _leftVertices, _leftNormals, _leftIndexMapping);

            SaveOldVertex(p1, _rightVertices, _rightNormals, _rightIndexMapping);
            SaveOldVertex(p2, _rightVertices, _rightNormals, _rightIndexMapping);
            SaveSectionVertexWithTwoPoint(p1, p2, _rightTriangles, _rightVertices, _rightNormals, _rightIndexMapping);
        
        else
        
            SaveOldVertex(p0, _rightVertices, _rightNormals, _rightIndexMapping);
            SaveSectionVertexWithOnePoint(p0, _rightTriangles, _rightVertices, _rightNormals, _rightIndexMapping);

            SaveOldVertex(p1, _leftVertices, _leftNormals, _leftIndexMapping);
            SaveOldVertex(p2, _leftVertices, _leftNormals, _leftIndexMapping);
            SaveSectionVertexWithTwoPoint(p1, p2, _leftTriangles, _leftVertices, _leftNormals, _leftIndexMapping);
        
    

    private void SaveSectionVertexWithOnePoint(
        int index,
        List<int> curTriangles,
        List<Vector3> curVertices,
        List<Vector3> curNormals,
        Dictionary<int, int> indexMapping)
    
        int vertexIndex = _mesh.triangles[index];

        //存储c1
        curVertices.Add(_rectionVertexs[_rectionVertexs.Count - 2]);
        //存储c2
        curVertices.Add(_rectionVertexs[_rectionVertexs.Count - 1]);

        curNormals.Add(_mesh.normals[vertexIndex]);
        curNormals.Add(_mesh.normals[vertexIndex]);

        curTriangles.Add(indexMapping[vertexIndex]);
        curTriangles.Add(curVertices.Count - 2);
        curTriangles.Add(curVertices.Count - 1);
    

    private void SaveSectionVertexWithTwoPoint(
        int index1,
        int index2,
        List<int> curTriangles,
        List<Vector3> curVertices,
        List<Vector3> curNormals,
        Dictionary<int, int> indexMapping)
    
        int vertexIndex1 = _mesh.triangles[index1];
        int vertexIndex2 = _mesh.triangles[index2];

        //存储c1
        curVertices.Add(_rectionVertexs[_rectionVertexs.Count - 2]);
        //存储c2
        curVertices.Add(_rectionVertexs[_rectionVertexs.Count - 1]);

        curNormals.Add(_mesh.normals[vertexIndex1]);
        curNormals.Add(_mesh.normals[vertexIndex2]);

        //c1-p1-p2
        curTriangles.Add(curVertices.Count - 2);
        curTriangles.Add(indexMapping[vertexIndex1]);
        curTriangles.Add(indexMapping[vertexIndex2]);

        //p2-c2-c1
        curTriangles.Add(indexMapping[vertexIndex2]);
        curTriangles.Add(curVertices.Count - 1);
        curTriangles.Add(curVertices.Count - 2);
    

    /// <summary>
    /// 返回值是对应点在_resultTemp中的下标
    /// </summary>
    private int GetDifferentSidePointIndex()
    
        List<int> temp1 = new List<int>(2);
        List<int> temp2 = new List<int>(2);
        for (int i = 0; i < _resultTemp.Length; i++)
        
            if (_resultTemp[i] > 0)
            
                temp1.Add(i);
            
            else
            
                temp2.Add(i);
            
        

        if (temp1.Count == 1)
        
            return temp1[0];
        
        else
        
            return temp2[0];
        
    
    //参数是 原模型vertices下标
    private void SavePointOnSection(int index1, int index2)
    
        Vector3 side = _mesh.vertices[index2] - _mesh.vertices[index1];
        //方向向量 --- 本地坐标系转世界坐标系
        Vector3 dir = _hitTrans.TransformDirection(side.normalized);
        Vector3 startPos = _hitTrans.TransformPoint(_mesh.vertices[index1]);
        float lengthOnNormal = Vector3.Dot(_hitPos, _planeNormal) - Vector3.Dot(startPos, _planeNormal);
        float length = lengthOnNormal / Vector3.Dot(dir, _planeNormal);
        Vector3 target = startPos + dir * length;
        _rectionVertexs.Add(_hitTrans.InverseTransformPoint(target));
    

    private void GetDotResult(int index, int[] triangles)
    
        for (int i = 0; i < _triangleTemp.Length; i++)
        
            _triangleTemp[i] = _hitTrans.TransformPoint(_mesh.vertices[triangles[index + i]]);

            _resultTemp[i] = Vector3.Dot(_planeNormal, _triangleTemp[i] - _hitPos);
        
    

    private void SaveOldVertex(int index, bool isLeft)
    
        if (isLeft)
        
            SaveTriangleVertex(index, _leftTriangles, _leftVertices, _leftNormals, _leftIndexMapping);
        
        else
        
            SaveTriangleVertex(index, _rightTriangles, _rightVertices, _rightNormals, _rightIndexMapping);
        
    

    private void SaveTriangleVertex(
        int index,
        List<int> curTriangles,
        List<Vector3> curVertices,
        List<Vector3> curNormals,
        Dictionary<int, int> indexMapping)
    
        for (int i = 0; i < 3; i++)
        
            SaveOldVertex(index + i, curVertices, curNormals, indexMapping);
            curTriangles.Add(indexMapping[_mesh.triangles[index + i]]);
        
    

    private void SaveOldVertex(
        int index,
        List<Vector3> curVertices,
        List<Vector3> curNormals,
        Dictionary<int, int> indexMapping)
    
        int vertexIndex = _mesh.triangles[index];

        if (!indexMapping.ContainsKey(vertexIndex))
        
            curVertices.Add(_mesh.vertices[vertexIndex]);
            curNormals.Add(_mesh.normals[vertexIndex]);
            indexMapping.Add(vertexIndex, curVertices.Count - 1);
        
    

    //生成切面信息
    private void GenerateSectionInfo()
    
        Vector3 center = (_rectionVertexs[0] + _rectionVertexs[_rectionVertexs.Count / 2]) * 0.5f;
        Vector3 centerNormal = _hitTrans.InverseTransformDirection(_planeNormal);

        SaveSectionCenter(center, centerNormal);
        int leftCenterIndex = _leftVertices.Count - 1;
        int rightCenterIndex = _rightVertices.Count - 1;

        for (int i = 0; i < _rectionVertexs.Count; i += 2)
        
            Vector3 v1 = _rectionVertexs[i];
            Vector3 v2 = _rectionVertexs[i + 1];
            Vector3 normal = Vector3.Cross(v1 - center, v2 - center);

            SaveSectionVertexInfo(i, -centerNormal, _leftVertices, _leftNormals);
            SaveLeftSectionTriangle(_planeNormal, normal, leftCenterIndex, _leftTriangles, _leftVertices);

            SaveSectionVertexInfo(i, centerNormal, _rightVertices, _rightNormals);
            SaveRightSectionTriangle(_planeNormal, normal, rightCenterIndex, _rightTriangles, _rightVertices);
        
    

    private void SaveLeftSectionTriangle(Vector3 planeNormal, Vector3 normal, int centerIndex, List<int> triangles, List<Vector3> vertices)
    
        if (Vector3.Dot(planeNormal, normal) < 0)
        
            //左侧切面 三角形法向量方向和planeNormal方向相反,才能正常显示
            // 0 1 2
            triangles.Add(centerIndex);
            triangles.Add(vertices.Count - 2);
            triangles.Add(vertices.Count - 1);
        
        else
        
            // 0 2 1
            triangles.Add(centerIndex);
            triangles.Add(vertices.Count - 1);
            triangles.Add(vertices.Count - 2);
        
    

    private void SaveRightSectionTriangle(Vector3 planeNormal, Vector3 normal, int centerIndex, List<int> triangles, List<Vector3> vertices)
    
        if (Vector3.Dot(planeNormal, normal) > 0)
        
            //右侧切面 三角形法向量方向和planeNormal方向相同,才能正常显示
            // 0 1 2
            triangles.Add(centerIndex);
            triangles.Add(vertices.Count - 2);
            triangles.Add(vertices.Count - 1);
        
        else
        
            // 0 2 1
            triangles.Add(centerIndex);
            triangles.Add(vertices.Count - 1);
            triangles.Add(vertices.Count - 2);
        
    


    private void SaveSectionVertexInfo(int index, Vector3 normal, List<Vector3> vertices, List<Vector3> normals)
    
        vertices.Add(_rectionVertexs[index]);
        vertices.Add(_rectionVertexs[index + 1]);
        normals.Add(normal);
        normals.Add(normal);
    

    private void SaveSectionCenter(Vector3 center, Vector3 normal)
    
        _leftVertices.Add(center);
        _leftNormals.Add(-normal);

        _rightVertices.Add(center);
        _rightNormals.Add(normal);
    

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