-
Mesh顾名思义“网格”,Unity3D里面所有的模型都是由Mesh组成的,UI也不例外。
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。
[csharp] view plain copy
- 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>();
- 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:
[csharp] view plain copy
- 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]]);
- }
关于OnDrawGizmos和OnDrawGizmosSelected可以参考下面这个链接:
http://www.ceeger.com/Script/Gizmos/Gizmos.html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:
[csharp] view plain copy
- 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<MeshFilter>();
- }
- 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。
版权声明:本文为博主原创文章,未经博主允许不得转载。