先上一张效果图:
(依旧是翰老弟,卡拉翰:我有话说%!#&¥&*%#¥%@%&¥#%¥#@*&%¥)
OK,效果虽然没什么卵用,但我们还是进入今天的正题吧,插一个正弦函数的话题进来:
首先,正弦函数曲线,如下:
在如上坐标系中,这条正弦曲线代表的就是函数:y = a * sin(x) 中所有的点(x, y)所组成的曲线。
那么所表达的意思就是:随着x的值线性变化,y的值会在两个固定值之间来回变化,而这个固定值的大小由a来决定。
假定我们的模型左右方向是X轴,上下方向是Y轴,前后方向是Z轴,想让模型实现第一张图中的效果,就是把Z轴当做正弦函数中的y(在固定值间变化),把Y轴当做正弦函数中的x(值线性变化)。
我们将正弦函数:y = a * sin(x) 中的x和y替换:
vertice.z = WaveRange * Mathf.Sin(vertice.y + _weight);
也就是说,随着vertice.y的变化(不同顶点的y坐标自然有的不同),产生一种扭曲变化的值并赋值给vertice.z,便达到了我们想要的效果。
这里的WaveRange为正弦函数中的系数a,它的值将决定y值的变化区间,也就是我们的模型正弦运动的幅度。
总之思路就这么简单,贴一下代码:
准备工作:
/// <summary> /// 准备 /// </summary> void WaveReady() { _2PI = Mathf.PI * 2; _weight = 0; _isCanWave = true; if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Y && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityXY; } else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Y && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashXY; } else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Z && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityXZ; } else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Z && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashXZ; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.X && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityYX; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.X && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashYX; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.Z && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityYZ; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.Z && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashYZ; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.X && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityZX; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.X && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashZX; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.Y && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityZY; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.Y && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashZY; } if (Waveing == null) { _isCanWave = false; } }
/// <summary> /// X轴为固定轴,以Y轴方向扭曲(正常) /// </summary> void MarginWaveEntityXY() { Vector3[] vertices = _vertices.Clone() as Vector3[]; for (int i = 0; i < vertices.Length; i++) { vertices[i].y += WaveRange * Mathf.Sin(vertices[i].x + _weight); } _mesh.vertices = vertices; } /// <summary> /// X轴为固定轴,以Y轴方向扭曲(扁平) /// </summary> void MarginWaveSquashXY() { Vector3[] vertices = _vertices.Clone() as Vector3[]; for (int i = 0; i < vertices.Length; i++) { vertices[i].y = WaveRange * Mathf.Sin(vertices[i].x + _weight); } _mesh.vertices = vertices; }
/// <summary> /// 分量变化 /// </summary> void Weighting() { if (_weight < _2PI) { _weight += Time.deltaTime * WaveSpeed; } else { _weight = 0; } } void Update () { if (_isCanWave && _isWaveing) { Weighting(); Waveing(); } }
那么,属性面板大概就是这样:
FixedAxis:固定轴,正弦函数中的x分量
WaveAxis:扭动轴,正弦函数中的y分量
WaveMold:模式,Entity(正常),squash(模型压成面片)
WaveSpeed:扭动的速度
WaveRange:扭动的幅度(为0则停止扭动)
IsWaveing:开启与关闭
再贴几张效果图:
(正常模式)
(压扁模式)
-----by MeshEditor