Unity3D網(wǎng)格功能生成球體網(wǎng)格模型
本文實例為大家分享了Unity3D網(wǎng)格功能生成球體網(wǎng)格模型的具體代碼,供大家參考,具體內(nèi)容如下
前面已經(jīng)講過怎樣使用mesh生成一個自己的網(wǎng)格,那么本文將會講述怎樣將這個網(wǎng)格變換成自己想要的形狀,比如一個球體。
我們需要知道一個從平面坐標到球體坐標的映射公式。假設平面坐標是(x,y),球體坐標是(x0,y0,z0),則
球體坐標(x0,y0,z0)可以通過以下代碼得到,(x,y) 對應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);
完整代碼在最后,將完整的腳本綁定到一個空物體上,把棋盤格圖案chessboard.jpg放到Assets\Resources下,還要在場景中生成一個sphere作為顯示網(wǎng)格頂點的輔助物體。一切就緒后,運行效果如下:
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內(nèi)容,希望對大家的學習有所幫助,也希望大家多多支持腳本之家。
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