例如下图,模型上的一个个小网格就是Mesh,这些Mesh有不同的三维顶点(Vector3),共同组成了一个3D模型。
Unity3D中Mesh的基本单位是三角形,学习应该由浅入深,所以今天我们就从最基本最简单的等腰三角形开始画起。
本文作者尚为初学者,如有理解不到位的地方,欢迎指正。
首先我们新建一个名为TestTriangle的CSharp脚本,然后打开TestTriangle,我们开始编写代码。
using UnityEngine;
using System.Collections;
/* ==============================================================================
* 功能描述:创建三角形Mesh
* 创 建 者:Eci
* 创建日期:2016/09/04
* ==============================================================================*/
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TestTriangle : MonoBehaviour {
public float sideLength = 2;
public float angleDegree = 100;
private MeshFilter meshFilter;
[ExecuteInEditMode]
private void Awake()
{
meshFilter = GetComponent();
meshFilter.mesh = Create (sideLength, angleDegree);
}
private void Update()
{
}
private Mesh Create(float sideLength, float angleDegree)
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[3];
float angle = Mathf.Deg2Rad * angleDegree;
float halfAngle = angle / 2;
vertices [0] = Vector3.zero;
float cosA = Mathf.Cos (halfAngle);
float sinA = Mathf.Sin (halfAngle);
vertices [1] = new Vector3 (cosA * sideLength, 0, sinA * sideLength);
vertices [2] = new Vector3 (cosA * sideLength, 0, -sinA * sideLength);
int[] triangles = new int[3];
triangles [0] = 0;
triangles [1] = 1;
triangles [2] = 2;
mesh.vertices = vertices;
mesh.triangles = triangles;
Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < uvs.Length; i++)
{
uvs[i] = Vector2.zero;
}
mesh.uv = uvs;
return mesh;
}
}
RequireComponent这一行,表示我们需要MeshRenderer和MeshFilter这两个组件,当我们将TestTriangle的代码挂在GameObject上的时候,会自动添加这两个组件。而我们要移除MeshRenderer或MeshFilter的时候,编辑器就会提示不能移除。
然后我们给出了两个公开变量,sideLength边长和angleDegree角度,因为我们这里要画的是等腰三角形,这代表的是等腰边长和等腰边长的夹角。
ExecuteInEditMode表示会在编辑器模式下运行。
Awake里,我们获取了MeshFilter并为它创建了Mesh。
Create方法里面,我们看到,先后为新建的Mesh创建了vertices(定点),triangles(三角形),uv(纹理坐标)。
vertices很简单,就是计算三角形三个顶点的坐标,因为是个二维图形,所以y坐标都为零。
triangles里保存的是vertices的下标。
uv暂时我们用不到,所以全部设为零。在后面文章中我们会介绍uv的用法。
最后返回mesh。
在编辑器里,点击运行,我们就可以看到一个紫色(因为没有材质)的三角形。
但是只能在运行的时候才看得到这个三角形,编辑器里看不到怎么办?添加下面这段代码:
void OnDrawGizmos()
{
Gizmos.color = Color.gray;
DrawMesh();
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
DrawMesh();
}
private void DrawMesh()
{
Mesh mesh = Create(sideLength, angleDegree);
int[] tris = mesh.triangles;
Gizmos.DrawLine(mesh.vertices[tris[0]], mesh.vertices[tris[1]]);
Gizmos.DrawLine(mesh.vertices[tris[0]], mesh.vertices[tris[2]]);
Gizmos.DrawLine(mesh.vertices[tris[1]], mesh.vertices[tris[2]]);
}
简单来讲就是在编辑器模式下,绘制辅助线框。
这样一个简单的等腰三角形Mesh的绘制就完成了。什么?你不满意?我们稍微整理一下代码:
using UnityEngine;
using System.Collections;
/* ==============================================================================
* 功能描述:创建三角形Mesh
* 创 建 者:Eci
* 创建日期:2016/09/04
* ==============================================================================*/
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TestTriangle : MonoBehaviour {
public float sideLength = 2;
public float angleDegree = 100;
private static readonly int ANGLE_DEGREE_PRECISION = 1000;
private static readonly int SIDE_LENGTH_PRECISION = 1000;
private MeshFilter meshFilter;
private TriangleMeshCreator creator = new TriangleMeshCreator();
[ExecuteInEditMode]
private void Awake()
{
meshFilter = GetComponent();
}
private void Update()
{
meshFilter.mesh = creator.CreateMesh(sideLength, angleDegree);
}
void OnDrawGizmos()
{
Gizmos.color = Color.gray;
DrawMesh();
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
DrawMesh();
}
private void DrawMesh()
{
Mesh mesh = creator.CreateMesh(sideLength, angleDegree);
int[] tris = mesh.triangles;
Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[0]]), transformToWorld(mesh.vertices[tris[1]]));
Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[0]]), transformToWorld(mesh.vertices[tris[2]]));
Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[1]]), transformToWorld(mesh.vertices[tris[2]]));
}
private Vector3 transformToWorld(Vector3 src)
{
return transform.TransformPoint(src);
}
private class TriangleMeshCreator
{
private float _sideLength;
private float _angleDegree;
private Mesh _cacheMesh ;
public Mesh CreateMesh(float sideLength, float angleDegree)
{
if (checkDiff(sideLength, angleDegree))
{
Mesh newMesh = Create(sideLength, angleDegree);
if (newMesh != null)
{
_cacheMesh = newMesh;
this._sideLength = sideLength;
this._angleDegree = angleDegree;
}
}
return _cacheMesh;
}
private Mesh Create(float sideLength, float angleDegree)
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[3];
float angle = Mathf.Deg2Rad * angleDegree;
float halfAngle = angle / 2;
vertices [0] = Vector3.zero;
float cosA = Mathf.Cos (halfAngle);
float sinA = Mathf.Sin (halfAngle);
vertices [1] = new Vector3 (cosA * sideLength, 0, sinA * sideLength);
vertices [2] = new Vector3 (cosA * sideLength, 0, -sinA * sideLength);
int[] triangles = new int[3];
triangles [0] = 0;
triangles [1] = 1;
triangles [2] = 2;
mesh.vertices = vertices;
mesh.triangles = triangles;
Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < uvs.Length; i++)
{
uvs[i] = Vector2.zero;
}
mesh.uv = uvs;
return mesh;
}
private bool checkDiff(float sideLength, float angleDegree)
{
return (int)((sideLength - this._sideLength) * SIDE_LENGTH_PRECISION) != 0 ||
(int)((angleDegree - this._angleDegree) * ANGLE_DEGREE_PRECISION) != 0;
}
}
}
为GameObject的MeshRenderer添加材质,我们就可以看到有颜色的三角形了。因为uv值都为0,所以是单一颜色。不过没关系,下一堂课,我们会为三角形添加不同的纹理。
附上代码下载链接