mesh就是组成3d物体的三角形们。
mesh由顶点组成的三角形组成,三角形的大小 并不 需要一样,由顶点之间的位置决定。
mesh可以是一个或者多个面。
贴图的原点在左下角,uv是贴图的坐标,数量和顶点数一样(不是100%确定,比如前后左右4个面,贴图最终如何封闭,我还不知道),是贴图和顶点的对应关系。
新建空场景,把一下代码放到main camera:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class codeMesh2 : MonoBehaviour
{
GUIStyle fontStyle = new GUIStyle();
string msg = " - - ";
// Start is called before the first frame update
Vector3 center = new Vector3();
GameObject o;
bool ready = false;
//int startCalled = 0;
Camera c;
string err = "";
int moveRage = 25;
int moveRage2 = 0;
int moveRage2_1 = 0;
Mesh mesh = null;
public int width = 10;
public int height = 10;
public Texture aText = null;
///
/// 上一次更新帧率的时间
///
private float m_lastUpdateShowTime = 0f;
///
/// 更新显示帧率的时间间隔
///
private readonly float m_updateTime = 0.05f;
///
/// 帧数
///
private int m_frames = 0;
///
/// 帧间间隔
///
//private float m_frameDeltaTime = 0;
private float m_FPS = 0;
//private Rect m_fps, m_dtime;
//顶点数组
private Vector3[] vertices;
//顶点法线
private Vector3[] normals;
private MeshFilter meshFilter;
private int i = 0;
private bool f = false;
private string test2 = "";
private int waitCount = 0;
private void Awake()
{
Application.targetFrameRate = 30;
moveRage2 = moveRage * 2;
moveRage2_1 = moveRage * 2 - 1;
fontStyle.normal.background = null; //设置背景填充
fontStyle.normal.textColor = Color.red; //设置字体颜色
fontStyle.fontSize = 40;
fontStyle.wordWrap = true;
c = GetComponent();
msg += " Waiting ";
Vector3 v1 = new Vector3(5, 5, 5);
Vector3 v2 = new Vector3(5, 5, 3);
test2 = (v2 - v1).normalized.ToString();
}
void Start()
{
try
{
o = GenerateMeshTest1();
center = c.transform.position;
o.name = "d mesh";
o.transform.position = new Vector3(-5, -5, 20);
o.transform.localScale = new Vector3(10.0f, 10.0f, 10.0f);
o.transform.rotation = Quaternion.Euler(new Vector3(0, 45, 45));
m_lastUpdateShowTime = Time.realtimeSinceStartup;
ready = true;
}
catch (Exception e)
{
err = printException(e);
}
aText = Resources.Load("type/two_sizes") as Texture;
o.GetComponent().material.mainTexture = aText;
#if UNITY_EDITOR
showNormals();
#endif
}
private void OnGUI()
{
GUI.color = Color.red;
msg = "fps=" + m_FPS + "/"+ Application.targetFrameRate +(err.Length>1?(", err=" + err):"") + " waitCount = " + (ready? waitCount : (waitCount++));
GUI.Label(new Rect(50, 10, 900, 100), "" + test2, fontStyle);
GUI.Label(new Rect(100, 100, 900, 100), "[V07]:" + msg, fontStyle);
}
// Update is called once per frame
void Update()
{
if (!ready) return;
int ri = i % (moveRage2);
float x = ri - moveRage;
if (!f)
{
x = moveRage - ri;
}
if (ri == moveRage2_1)
{
f = !f;
}
//o.transform.position = new Vector3(x, x, 20);
//Debug.Log(x);
//o.transform.rotation = Quaternion.Euler(new Vector3(0, 0, 0));
/*
Mesh mesh = o.GetComponent().mesh;
//mesh.Clear();
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
for (var i = 0; i < vertices.Length; i++)
{
vertices[i] += normals[i] * Mathf.Sin(Time.time);
}
mesh.vertices = vertices;
*/
m_frames++;
if (Time.realtimeSinceStartup - m_lastUpdateShowTime >= m_updateTime)
{
m_FPS = m_frames / (Time.realtimeSinceStartup - m_lastUpdateShowTime);
//m_frameDeltaTime = (Time.realtimeSinceStartup - m_lastUpdateShowTime) / m_frames;
m_frames = 0;
m_lastUpdateShowTime = Time.realtimeSinceStartup;
//Debug.Log("FPS: " + m_FPS + ",间隔: " + m_FrameDeltaTime);
}
i++;
}
private GameObject GenerateMeshTest1()
{
GameObject obj = new GameObject();
meshFilter = obj.AddComponent();
//创建mesh
mesh = new Mesh();
meshFilter.mesh = mesh;
MeshRenderer renderer = obj.AddComponent();
//标准材质
Material mat = new Material(Shader.Find("Legacy Shaders/Transparent/Diffuse"));
mat.color = Color.white;
renderer.material = mat;
//创建顶点和UV
vertices = new Vector3[6];
Vector2[] uv = new Vector2[6];
vertices[0] = new Vector3(0, 1, 0);//0
vertices[1] = new Vector3(1, 1, 0);//1
vertices[2] = new Vector3(1, 0, 0);//2
vertices[3] = new Vector3(0, 0, 0);//3
vertices[4] = new Vector3(0, 0, 1);//4
vertices[5] = new Vector3(1, 0, 1);//5-
int k = 0;
uv[k++%6] = new Vector2(0, 1);
uv[k++ % 6] = new Vector2(1, 1);
uv[k++ % 6] = new Vector2(1, 0.5f);
uv[k++ % 6] = new Vector2(0,0.5f);
uv[k++ % 6] = new Vector2(0, 0);
uv[k++ % 6] = new Vector2(1, 0);
mesh.vertices = vertices;
mesh.uv = uv;
//mat.mainTexture = aText;
int[] triangles = new int[12];
k = 0;
triangles[k++] = 3;
triangles[k++] = 2;
triangles[k++] = 5;
triangles[k++] = 3;
triangles[k++] = 5;
triangles[k++] = 4;
triangles[k++] = 0;
triangles[k++] = 1;
triangles[k++] = 2;
triangles[k++] = 0;
triangles[k++] = 2;
triangles[k++] = 3;
mesh.triangles = triangles; //三角面
mesh.RecalculateNormals(); //计算法线
/*Vector3[] normals = new Vector3[4];
normals[0] = Vector3.back;
normals[1] = Vector3.back;
normals[2] = Vector3.back;
normals[3] = Vector3.back;
mesh.normals = normals;*/
//mesh.SetIndices
//mat.SetTexture()
return obj;
}
public static string printException(Exception e)
{
return "\n\trs=" + e.HResult + ",\n\tmsg=" + e.Message + ",\n\tstack=" + e.StackTrace + "\n------------------------------------\n";
}
#if UNITY_EDITOR
private void showNormals()
{
if (mesh != null)
{
//当前对象的操做从局部空间转换到世界空间 这样在下面的操作位置即可同步 否则位置是不会同步的
Handles.matrix = meshFilter.transform.localToWorldMatrix;
Handles.color = Color.green;
int vertextCount = mesh.vertices.Length;
//采用从顶点的位置[法线的起点】到法线的终点位置,既可以显示出当前顶点的法线
for (int index = 0; index < vertextCount; index++)
{
Handles.DrawLine(vertices[index], vertices[index] + normals[index]);
}
}
}
#endif
}
two_sizes.png是一张 宽高比为1:2的图片。
三角形之间的定义顺序不会影响贴图。但单个三角形三个顶点是逆时针,则从外部可以看到贴图,从内部看不到。反之亦然:
(顺时针之后,从内部可见)
如果把图片直接放到场景,则两面都可见。