unity之uv贴图画圆弧,圆弧面,不规则图形

由于最近一直没有时间,所以这篇博客一直没发,下面我说说uv画圆弧,圆面,不规则面拼接。

先来两张效果图

unity之uv贴图画圆弧,圆弧面,不规则图形unity之uv贴图画圆弧,圆弧面,不规则图形

图截的不咋滴,凑合着看吧,画圆弧主要用的贝塞尔曲线画的,我感觉这个比较简单,当然大家也可以使用圆的方程,抛物线的方程都可以实现这种效果

但是我比较倾向于用贝塞尔,如果大家会ps的话,知道里边有一个钢笔工具,他就是贝塞尔的原理,贝塞尔的算法大家可以去网上搜搜,

贝塞尔计算方法类网上也有很多

下面先上我的代码

 

using UnityEngine;



[System.Serializable]



public class Bezier : System.Object

	

{

	

	public Vector3 p0;

	

	public Vector3 p1;

	

	public Vector3 p2;

	

	public Vector3 p3;

	

	public float ti = 0f;

	

	private Vector3 b0 = Vector3.zero;

	

	private Vector3 b1 = Vector3.zero;

	

	private Vector3 b2 = Vector3.zero;

	

	private Vector3 b3 = Vector3.zero;

	

	private float Ax;

	

	private float Ay;

	

	private float Az;

	

	private float Bx;

	

	private float By;

	

	private float Bz;

	

	private float Cx;

	

	private float Cy;

	

	private float Cz;

	

	public Bezier( Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3 )

		

	{

		

		this.p0 = v0;

		

		this.p1 = v1;

		

		this.p2 = v2;

		

		this.p3 = v3;

		

	}

	

	// 0.0 >= t <= 1.0

	

	public Vector3 GetPointAtTime( float t )

		

	{

		

		this.CheckConstant();

		

		float t2 = t * t;

		

		float t3 = t * t * t;

		

		float x = this.Ax * t3 + this.Bx * t2 + this.Cx * t + p0.x;

		

		float y = this.Ay * t3 + this.By * t2 + this.Cy * t + p0.y;

		

		float z = this.Az * t3 + this.Bz * t2 + this.Cz * t + p0.z;

		

		return new Vector3( x, y, z );

		

	}

	

	private void SetConstant()

		

	{

		

		this.Cx = 3f * ( ( this.p0.x + this.p1.x ) - this.p0.x );

		

		this.Bx = 3f * ( ( this.p3.x + this.p2.x ) - ( this.p0.x + this.p1.x ) ) - this.Cx;

		

		this.Ax = this.p3.x - this.p0.x - this.Cx - this.Bx;

		

		this.Cy = 3f * ( ( this.p0.y + this.p1.y ) - this.p0.y );

		

		this.By = 3f * ( ( this.p3.y + this.p2.y ) - ( this.p0.y + this.p1.y ) ) - this.Cy;

		

		this.Ay = this.p3.y - this.p0.y - this.Cy - this.By;

		

		this.Cz = 3f * ( ( this.p0.z + this.p1.z ) - this.p0.z );

		

		this.Bz = 3f * ( ( this.p3.z + this.p2.z ) - ( this.p0.z + this.p1.z ) ) - this.Cz;

		

		this.Az = this.p3.z - this.p0.z - this.Cz - this.Bz;

		

	}

	

	// Check if p0, p1, p2 or p3 have changed

	

	private void CheckConstant()

		

	{

		

		if( this.p0 != this.b0 || this.p1 != this.b1 || this.p2 != this.b2 || this.p3 != this.b3 )

			

		{

			

			this.SetConstant();

			

			this.b0 = this.p0;

			

			this.b1 = this.p1;

			

			this.b2 = this.p2;

			

			this.b3 = this.p3;

			

		}

		

	}

	

}


这就是贝塞尔计算类,很简单的计算方法,

 

 

using UnityEngine;

using System.Collections;

using System.Collections.Generic;



public class TriangleSubdivision  :MonoBehaviour{

	public static int[] TriangulatePolygon (Vector2[] XZofVertices) {

		//

		int VertexCount = XZofVertices.Length;

		//minx miny  maxx maxy

        float xmin = XZofVertices[0].x;

        float ymin = XZofVertices[0].y;

        float xmax = xmin;

        float ymax = ymin;

        for (int ii1 = 1; ii1 < VertexCount; ii1++)

        {

			if (XZofVertices[ii1].x < xmin) 

			{ 

				xmin = XZofVertices[ii1].x; 

			}

			else if (XZofVertices[ii1].x > xmax) 

			{

				xmax = XZofVertices[ii1].x; 

			}

			if (XZofVertices[ii1].y < ymin) 

			{ 

				ymin = XZofVertices[ii1].y; 

			}

			else if (XZofVertices[ii1].y > ymax) 

			{ 

				ymax = XZofVertices[ii1].y;

			}

        }

        float dx = xmax - xmin;

        float dy = ymax - ymin;

        float dmax = (dx > dy) ? dx : dy;

        float xmid = (xmax + xmin) * 0.5f;

        float ymid = (ymax + ymin) * 0.5f;

        Vector2[] ExpandedXZ = new Vector2[3 + VertexCount];

        for (int ii1 = 0; ii1 < VertexCount; ii1++)

        {

			ExpandedXZ[ii1] = XZofVertices[ii1];

        }

		ExpandedXZ[VertexCount] = new Vector2((xmid - 2 * dmax), (ymid - dmax));

        ExpandedXZ[VertexCount + 1] = new Vector2(xmid, (ymid + 2 * dmax));

        ExpandedXZ[VertexCount + 2] = new Vector2((xmid + 2 * dmax), (ymid - dmax));

		List<Triangle> TriangleList = new List<Triangle>();

        TriangleList.Add(new Triangle(VertexCount, VertexCount+1, VertexCount+2));

        for (int ii1 = 0; ii1 < VertexCount; ii1++)

        {

			//检查构成的三角形

			List<Edge> Edges = new List<Edge>();

			for (int ii2 = 0; ii2 < TriangleList.Count; ii2++)

			{

				if (TriangulatePolygonSubFunc_InCircle(ExpandedXZ[ii1], ExpandedXZ[TriangleList[ii2].p1],ExpandedXZ[TriangleList[ii2].p2],ExpandedXZ[TriangleList[ii2].p3]))

				{

					Edges.Add(new Edge(TriangleList[ii2].p1, TriangleList[ii2].p2));

		            Edges.Add(new Edge(TriangleList[ii2].p2, TriangleList[ii2].p3));

		            Edges.Add(new Edge(TriangleList[ii2].p3, TriangleList[ii2].p1));

		            TriangleList.RemoveAt(ii2);

		            ii2--;

				}

			}

			if (ii1 >= VertexCount) { continue; }

			//判断相同的三个点构成的三角形

			for (int ii2 = Edges.Count - 2; ii2 >= 0; ii2--)

			{

				for (int ii3 = Edges.Count - 1; ii3 >= ii2 + 1; ii3--)

				{

					if (Edges[ii2].Equals(Edges[ii3]))

					{

						Edges.RemoveAt(ii3);

						Edges.RemoveAt(ii2);

                        ii3--;

                        continue;

					}

				}

			}

			for (int ii2 = 0; ii2 < Edges.Count; ii2++)

            {

				TriangleList.Add(new Triangle(Edges[ii2].p1, Edges[ii2].p2, ii1));

			}

            Edges.Clear();

            Edges = null;

		}

		//大于点集外围的点

        for (int ii1 = TriangleList.Count - 1; ii1 >= 0; ii1--)

        {

			if (TriangleList[ii1].p1 >= VertexCount ||TriangleList[ii1].p2 >= VertexCount ||TriangleList[ii1].p3 >= VertexCount)

            { 

				TriangleList.RemoveAt(ii1); 

			}

        }

		//不在房间内的面

		for(int ii3 = 0;ii3<TriangleList.Count;ii3++){

			if(TriangleInPolygonOuter(XZofVertices,XZofVertices[TriangleList[ii3].p1],XZofVertices[TriangleList[ii3].p2],XZofVertices[TriangleList[ii3].p3])){

				TriangleList.RemoveAt(ii3);

				ii3--;

			}

		}

        TriangleList.TrimExcess();

        int[] Triangles = new int[3 * TriangleList.Count];

        for (int ii1 = 0; ii1 < TriangleList.Count; ii1++)

        {

			Triangles[3 * ii1] = TriangleList[ii1].p1;

	        Triangles[3 * ii1 + 1] = TriangleList[ii1].p2;

	        Triangles[3 * ii1 + 2] = TriangleList[ii1].p3;

        }

		return Triangles;

	}

	static bool TriangulatePolygonSubFunc_InCircle(Vector2 p, Vector2 p1, Vector2 p2, Vector2 p3) {

		if (Mathf.Abs(p1.y - p2.y) < 0.0000001&&Mathf.Abs(p2.y - p3.y) < 0.0000001)

        { 

			return false; 

		}

        float m1, m2, mx1, mx2, my1, my2, xc, yc;

        if (Mathf.Abs(p2.y - p1.y) < 0.0000001)

        {

			m2 = -(p3.x - p2.x) / (p3.y - p2.y);

            mx2 = (p2.x + p3.x) * 0.5f;

            my2 = (p2.y + p3.y) * 0.5f;

            xc = (p2.x + p1.x) * 0.5f;

            yc = m2 * (xc - mx2) + my2;

        }

        else if (Mathf.Abs(p3.y - p2.y) < 0.0000001)

        {

            m1 = -(p2.x - p1.x) / (p2.y - p1.y);

            mx1 = (p1.x + p2.x) * 0.5f;

            my1 = (p1.y + p2.y) * 0.5f;

            xc = (p3.x + p2.x) * 0.5f;

            yc = m1 * (xc - mx1) + my1;

        }

        else

        {

            m1 = -(p2.x - p1.x) / (p2.y - p1.y);

            m2 = -(p3.x - p2.x) / (p3.y - p2.y);

            mx1 = (p1.x + p2.x) * 0.5f;

            mx2 = (p2.x + p3.x) * 0.5f;

            my1 = (p1.y + p2.y) * 0.5f;

            my2 = (p2.y + p3.y) * 0.5f;

            xc = (m1 * mx1 - m2 * mx2 + my2 - my1) / (m1 - m2);

            yc = m1 * (xc - mx1) + my1;

        }

		float dx = p2.x - xc;

        float dy = p2.y - yc;

        float rsqr = dx * dx + dy * dy;

        dx = p.x - xc;

        dy = p.y - yc;

        double drsqr = dx * dx + dy * dy;

        return (drsqr <= rsqr);

    }

	static bool TriangleInPolygonOuter(Vector2[] pList,Vector2 p1,Vector2 p2,Vector2 p3){

		Vector2[] centerPoint = new Vector2[3];

		centerPoint[0] = new Vector2((p1.x+p2.x)/2,(p1.y+p2.y)/2);

		centerPoint[1] = new Vector2((p1.x+p3.x)/2,(p1.y+p3.y)/2);

		centerPoint[2] = new Vector2((p3.x+p2.x)/2,(p3.y+p2.y)/2);

		for(int j = 0,crossNum = 0;j<centerPoint.Length;j++){

	        for (int i = 0; i < pList.Length; i++)

	        {

				if (IsPointInLine(centerPoint[j].x, centerPoint[j].y, pList[i].x, pList[i].y, pList[(i+1)%pList.Length].x, pList[(i+1)%pList.Length].y)==0)

	            {

	                crossNum=crossNum+1;

					continue;

	            }else if(IsPointInLine(centerPoint[j].x, centerPoint[j].y, pList[i].x, pList[i].y, pList[(i+1)%pList.Length].x, pList[(i+1)%pList.Length].y)==2){

					crossNum = 1;

					break;

				}

	        }

			if ((crossNum % 2) == 0)

			{

				return true;

	        }

			crossNum = 0;

		}

		

        return false;

	}

	//0   在外  1  在内   2  边上

	static int IsPointInLine(float x,float y,float x1,float y1,float x2,float y2)

    {

		float maxY =y1;

        float minY = y2;

		if(y1>y2){

		    maxY = y1;

			minY = y2;

		}else{

			maxY = y2;

			minY = y1;

		}

		float averageX = (x1+x2)/2;

		float averageY = (y1+y2)/2;

		if(y==averageY&&x==averageX){

			return 2;

		}

        if (y < maxY && y >minY)

        {

            if (x >(x1 + (x2 - x1) * (y - y1) / (y2 - y1)))

            {

                return 0;

            }

        }

        return 1;

    }

}

 struct Triangle

{

	public int p1;

    public int p2;

    public int p3;

    public Triangle(int point1, int point2, int point3)

    {

		p1 = point1; p2 = point2; p3 = point3;

    }

}

class Edge

{

	public int p1;

	public int p2;

	public Edge(int point1, int point2)

    {

		p1 = point1; p2 = point2;

    }

	public Edge() : this(0, 0)

    {}

	public bool Equals(Edge other)

    {

		return ((this.p1 == other.p2) && (this.p2 == other.p1)) ||((this.p1 == other.p1) && (this.p2 == other.p2));

    }

}

这个类上一张已经说过了,就是画不规则图形的类,不过我这篇文章是把圆和不规则拼接出带有圆弧状的图形,看图大家就会明白了

 

using UnityEngine;

using System.Collections;



public class ChartletManager : System.Object {

	Bezier myBezier;

	public ChartletManager(){



	}

	public GameObject WallChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,float height,Texture2D tex,float excursion,float zoom)

	{

		myBezier = new Bezier( startPoint,  new Vector3( excursion, zoom, 0f ),  new Vector3( excursion, zoom, 0f ), endPoint);

		MeshFilter	myFilter = (MeshFilter)obj.GetComponent (typeof(MeshFilter));

		Mesh myMesh = myFilter.mesh;

		Vector3[] myVertices = new Vector3[52];

		for(int i = 0;i<52;i++){

			if(i<26){

				myVertices[i] = myBezier.GetPointAtTime( (float)((i) *0.04) );

				myVertices[i] = new Vector3(myVertices[i].x,myVertices[i].y,myVertices[i].z-height);

			}else{

				myVertices[i] = myBezier.GetPointAtTime( (float)((i-26) *0.04) );

				myVertices[i] = new Vector3(myVertices[i].x,myVertices[i].y,myVertices[i].z);

			}

		}

		myMesh.vertices = myVertices;

		int[] myTriangles = new int[52 * 3];

		for(int i = 0; i < 52; i++){

			if(i<25){

				myTriangles[i*3] = 26+i;

				myTriangles[i*3+1] = i;

				myTriangles[i*3+2] = i+1;

			}else if(i == 25||i==51){

				myTriangles[i*3] = 0;

				myTriangles[i*3+1] = 0;

				myTriangles[i*3+2] = 0;

			}else{

				myTriangles[i*3+2] = i;

				myTriangles[i*3+1] = i+1;

				myTriangles[i*3] = i-25;

			}

		}

		Vector2[] myuvs = new Vector2[52];

		for (int i = 0; i < 52; i++) {

			myuvs [i] = new Vector2 ( (myVertices [i].x),  (myVertices [i].y));

		}

		myMesh.triangles = myTriangles;

		myMesh.uv = myuvs;

		myMesh.RecalculateBounds ();

		myMesh.RecalculateNormals ();

		obj.renderer.material.mainTexture = tex;

		return obj;

	}

	public GameObject CircleChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,Texture2D tex,float excursion,float zoom)

	{

		myBezier = new Bezier( startPoint,  new Vector3( excursion, zoom, 0f ),  new Vector3( excursion, zoom, 0f ), endPoint);

		MeshFilter	myFilter = (MeshFilter)obj.GetComponent (typeof(MeshFilter));

		Mesh myMesh = myFilter.mesh;

		

		Vector3[] myVertices = new Vector3[27];

		myVertices[0] = new Vector3(0,0,0);

		for(int i =0; i <= 25; i++)

		{

			myVertices[i+1]  = myBezier.GetPointAtTime( (float)(i *0.04) );

		}



		myMesh.vertices = myVertices;



		Vector2[] myuvs = new Vector2[27];

		for (int i = 0; i < 27; i++) {

			myuvs [i] = new Vector2 ( (myVertices [i].x),  (myVertices [i].y));

		}

		myMesh.triangles = TriangleSubdivision.TriangulatePolygon(myuvs);

		myMesh.uv = myuvs;

		myMesh.RecalculateBounds ();

		myMesh.RecalculateNormals ();

		obj.renderer.material.mainTexture = tex;

		return obj;

	}

	public GameObject CircleAndTriangleChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,Vector3[] points,Texture2D tex,float excursion,float zoom)

	{

		myBezier = new Bezier( startPoint,  new Vector3( excursion, zoom, 0f ),  new Vector3( excursion, zoom, 0f ), endPoint);

		MeshFilter	myFilter = (MeshFilter)obj.GetComponent (typeof(MeshFilter));

		Mesh myMesh = myFilter.mesh;

		Vector3[] myVertices = new Vector3[27+points.Length];



		myVertices[0] = new Vector3((startPoint.x+endPoint.x)/2,(startPoint.y+endPoint.y)/2,(startPoint.z+endPoint.z)/2);

		for(int i =0; i <= 25; i++)

		{

			myVertices[i+1]  = myBezier.GetPointAtTime( (float)(i *0.04) );

		}

		for(int i = 27;i<27+points.Length;i++){

			myVertices[i] = points[i-27];

		}

		myMesh.vertices = myVertices;

		Vector2[] myuvs = new Vector2[27+points.Length];

		for (int i = 0; i < myuvs.Length; i++) {

			myuvs [i] = new Vector2 ( (myVertices [i].x),  (myVertices [i].y));

		}

		myMesh.triangles = TriangleSubdivision.TriangulatePolygon(myuvs);

		myMesh.uv = myuvs;

		

		myMesh.RecalculateBounds ();

		myMesh.RecalculateNormals ();

		obj.renderer.material.mainTexture = tex;

		return obj;

	}

}

为了方便大家测试,我把我的测试放在了一个类里,大家直接调这个方法即可,我是测试用的,大家可以修改成自己的脚本

 

 

using UnityEngine;



public class MyBezier : MonoBehaviour

	

{

	public Bezier myBezier;	

	public GameObject circleline;

	public Texture2D tex;

	void Start()

	{



		GameObject floorTexture = (GameObject)Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));

		GameObject wallTexture =(GameObject) Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));

		ChartletManager chartlet = new ChartletManager();

		Vector3[] ceilVertices = new Vector3[4];

		ceilVertices[0] = new Vector3(-4,0,0);

		ceilVertices[1] = new Vector3(-4,-5,0);

		ceilVertices[2] = new Vector3(4,-5,0);

		ceilVertices[3] = new Vector3(4,0,0);

//		ceilVertices[1] = new Vector3(-5,1,0);

//		ceilVertices[2] = new Vector3(-5,-4,0);

//		ceilVertices[3] = new Vector3(-2,-4.5f,0);

//		ceilVertices[4] = new Vector3(-2.5f,-2,0);

//		ceilVertices[5] = new Vector3(2,-2.5f,0);

//		ceilVertices[6] = new Vector3(2.5f,-4,0);

//		ceilVertices[7] = new Vector3(5,-4,0);

//		ceilVertices[8] = new Vector3(5,0,0);

//		ceilVertices[9] = new Vector3(4,0,0);



		wallTexture= chartlet.WallChartletInMesh(wallTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),3.0f,tex,0,6);

		floorTexture= chartlet.CircleAndTriangleChartletInMesh(floorTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),ceilVertices,tex,0,6);

	}



}

 

测试用例,大家可以做自己想要的东西了,CircleAndTriangleChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,Vector3[] points
,Texture2D tex,float excursion,float zoom)
我解释一下这个类的传递参数吧
obj,就是传进来的obj对象,大家可以使用out,那个直接能用了
startPoint圆弧起始点
endPoint终点圆弧点
points 是传入的不规则图形的各个点
tex 是那张贴图
excursion这个是圆弧的 倾斜度
zoom是圆弧的大小就是圆弧顶点到起始点于终止点中间的那个点的距离   正规半圆这个值应该是圆半径的1.5倍
using UnityEngine;



public class MyBezier : MonoBehaviour

	

{

	public Bezier myBezier;	

	public GameObject circleline;

	public Texture2D tex;

	void Start()

	{



		GameObject floorTexture = (GameObject)Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));

		GameObject wallTexture =(GameObject) Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));

		ChartletManager chartlet = new ChartletManager();

		Vector3[] ceilVertices = new Vector3[10];

		ceilVertices[0] = new Vector3(-4,0,0);

//		ceilVertices[1] = new Vector3(-4,-5,0);

//		ceilVertices[2] = new Vector3(4,-5,0);

//		ceilVertices[3] = new Vector3(4,0,0);

		ceilVertices[1] = new Vector3(-5,1,0);

		ceilVertices[2] = new Vector3(-5,-4,0);

		ceilVertices[3] = new Vector3(-2,-4.5f,0);

		ceilVertices[4] = new Vector3(-2.5f,-2,0);

		ceilVertices[5] = new Vector3(2,-2.5f,0);

		ceilVertices[6] = new Vector3(2.5f,-4,0);

		ceilVertices[7] = new Vector3(5,-4,0);

		ceilVertices[8] = new Vector3(5,0,0);

		ceilVertices[9] = new Vector3(4,0,0);



		wallTexture= chartlet.WallChartletInMesh(wallTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),3.0f,tex,3,8);

		floorTexture= chartlet.CircleAndTriangleChartletInMesh(floorTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),ceilVertices,tex,3,8);

	}



}

 

如果我数值改改就会出现这种,zoom就是倾斜程度,当然也可以是负数,是往里凹进去的,excursion是负数就向另一个方向倾斜。
凹进去的就是这种情况,具体情况大家可以测试,值的范围有限制的,超出了,会出现空的情况,当然我写的也有很多不足之处,大家可以修改修改

 

 

 

unity之uv贴图画圆弧,圆弧面,不规则图形

 

 
  

unity之uv贴图画圆弧,圆弧面,不规则图形

 
  
不知为何 csdn编辑问题,我的图片文字与代码都混合了 所以乱了 我把我的工程打包上去 大家可以下载看看具体实现效果
 
  
 
  
下载地址
http://download.csdn.net/detail/pzw0416/6727303
 
  
 
  
 
  
 
  
 
  
 
  
 
  
 
  
 
  

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