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  • (一)mesh基础

    概述

    本篇为Unity Mesh基础的第一篇,通过一个最基本的平面四边形网格来进行阐述。在此之前先对网格(mesh)做一个简介。网格为最基本的模型表达,通过点构成线,再由线构成三角形,最后由三角形构成面,然后通过材质来进行网格表面的表达,如阴影,贴图等。Unity除了ui的mesh,其他都需要MeshFilter来确定网格形状,通过Material以及MeshRenderer来进行网格渲染。

    Mesh的组成

    Mesh由顶点组成,再有三个顶点构成。所以Mesh必须定义顶点以及顶点如何构成三角形,这是最基本的三个要素,其次还需要定义uv来确定贴图如何覆盖在图形表面,如果需要还需定义顶点的法线或者切向,法线跟光照有关,而切向则会影响纹理凹凸问题,本文以四边形为例进行阐述。

    四边形顶点

    顶点个数为4,即左下,右下,右上以及左上。size为正方向尺寸。

        protected override Vector3[] Vertices
        {
            get
            {
                Vector3[] vertices = new Vector3[4];
                vertices[0] = Vector3.zero * size;
                vertices[1] = Vector3.right * size;
                vertices[2] = new Vector3(1, 1, 0) * size;
                vertices[3] = Vector3.up * size;
    
                return vertices;
            }
        }
    

    三角形排列

    三角形排列为int类型数组,保存顶点的索引号,每三个组成一个三角形。下述代码即为左下,左上,右下组成第一个三角形,剩下组成第二个三角形,排列顺序为顺时针方向。

        protected override int[] Triangles
        {
            get
            {
                int[] triangles = new int[6]
                {
                    0,3,1,1,3,2
                };
    
                return triangles;
            }
        }
    

    Mesh的uv

    如果给网格赋值贴图,则需要定义uv,如下定义则为图片左下角对应mesh的左下角,右上角对应右上角。

        protected override Vector2[] Uvs
        {
            get
            {
                Vector2[] uvs = new Vector2[4];
                uvs[0] = new Vector2(0, 0);
                uvs[1] = new Vector2(1, 0);
                uvs[2] = new Vector2(1, 1);
                uvs[3] = new Vector2(0, 1);
    
                return uvs;
            }
        }
    

    完整代码

    基类

    基类主要是通过OnDrawGizmos来绘制顶点,利于更直观观察。

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    [RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]
    public class CreateMeshBase : MonoBehaviour
    {
        MeshFilter meshFilter;
    
        protected Mesh mesh;
    
        protected virtual Vector3[] Vertices { get; }
        protected virtual int[] Triangles { get; }
        protected virtual Vector3[] Normals { get; }
        protected virtual Vector2[] Uvs { get; }
        protected virtual string MeshName { get; }
    
        protected virtual void Start()
        {
            GetMeshFilter();
        }
    
        protected virtual void Reset()
        {
            GetMeshFilter();
        }
    
        protected virtual void OnValidate()
        {
            GetMeshFilter();
        }
    
        void GetMeshFilter()
        {
            if (meshFilter == null)
            {
                meshFilter = GetComponent<MeshFilter>();
                mesh = new Mesh();            
            }
    
            mesh.triangles = null;
            mesh.uv = null;
            mesh.vertices = null;
    
            mesh.name = MeshName;
            mesh.vertices = Vertices;
            mesh.triangles = Triangles;
            mesh.uv = Uvs;
    
            meshFilter.mesh = mesh;
        }
    
        private void OnDrawGizmos()
        {
            if (Vertices == null) return;
    
            Gizmos.color = Color.red;
            Gizmos.DrawSphere(Vector3.zero, 0.5f);
    
            Gizmos.color = Color.blue;
    
            for (int i = 0; i < Vertices.Length; i++)
            {
                Gizmos.DrawSphere(Vertices[i], 0.3f);
            }
        }
    }
    
    

    Quad参数

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class CreateQuad : CreateMeshBase
    {
        public int size = 5;
    
        protected override Vector3[] Vertices
        {
            get
            {
                Vector3[] vertices = new Vector3[4];
                vertices[0] = Vector3.zero * size;
                vertices[1] = Vector3.right * size;
                vertices[2] = new Vector3(1, 1, 0) * size;
                vertices[3] = Vector3.up * size;
    
                return vertices;
            }
        }
    
        protected override int[] Triangles
        {
            get
            {
                int[] triangles = new int[6]
                {
                    0,3,1,1,3,2
                };
    
                return triangles;
            }
        }
    
        protected override string MeshName
        {
            get
            {
                return "Simple quad";
            }
        }
    
        protected override Vector2[] Uvs
        {
            get
            {
                Vector2[] uvs = new Vector2[4];
                uvs[0] = new Vector2(0, 0);
                uvs[1] = new Vector2(1, 0);
                uvs[2] = new Vector2(1, 1);
                uvs[3] = new Vector2(0, 1);
    
                return uvs;
            }
        }
    }
    

    使用

    使用时新建一个空游戏物体,挂载上述脚本,然后新建材质,并将材质赋值给MeshRenderer即可。

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  • 原文地址:https://www.cnblogs.com/llstart-new0201/p/12252959.html
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