unity---Mesh网格编程(四)

目录

1.绘制一个圆角正方体

 2.代码


unity---Mesh网格编程(三)这里说了Mesh绘制一个正方体或立方体

1.绘制一个圆角正方体

 

 2.代码

//X、Y、Z轴正方体数量足够多的偶数 半径取X的一半。 也可绘制出圆形

using System.Collections;
using UnityEngine;

//脚本挂载到物体时自动添加 MeshFilter 与 MeshRenderer 组件
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class Mesh4 : MonoBehaviour
{
    //x轴正方体数量、y轴正方体数量、Z轴正方体数量
    public int xGridCount, yGridCount, zGridCount;
    //圆角半径
    public float _r;

    private Vector3[] _vertices;
    private int[] _triangles;
    private int _t = 0, _v = 0;
    private Vector3[] _normals;

    void Start()
    {
        Mesh mesh = new Mesh();
        MeshFilter filter = GetComponent<MeshFilter>();
        filter.mesh = mesh;
        mesh.name = "Mesh4";

        StartCoroutine(GenerateMesh(mesh));
    }

    private IEnumerator GenerateMesh(Mesh mesh)
    {
        yield return StartCoroutine(GenerateVextex());

        _normals = new Vector3[_vertices.Length];
        Vector3 inner;
        for (int i = 0; i < _vertices.Length; i++)
        {
            inner = SetNormal(i);
            ResetVextexPos(i, inner);
        }

        mesh.vertices = _vertices;
        yield return StartCoroutine(GenerateTriange(mesh));

    }

    //计算顶点数
    private int GetVextexCount()
    {
        //公共-顶点数
        int connerVertexCount = 8;
        //边--顶点数
        int edgeVertexCount = (xGridCount + yGridCount + zGridCount - 3) * 4;
        //内部顶点数
        int faceVertexCount = (xGridCount - 1) * (yGridCount - 1) * 2
                              + (zGridCount - 1) * (yGridCount - 1) * 2
                              + (xGridCount - 1) * (zGridCount - 1) * 2;

        return connerVertexCount + edgeVertexCount + faceVertexCount;
    }

    //生成顶点
    private IEnumerator GenerateVextex()
    {
        _vertices = new Vector3[GetVextexCount()];
        int index = 0;
        //循环生成左右前后4个面的顶点
        for (int y = 0; y < yGridCount + 1; y++)
        {
            //循环生成左右前后4个面的顶点
            for (int x = 0; x < xGridCount + 1; x++, index++)
            {
                _vertices[index] = new Vector3(x, y, 0);
                yield return null;
            }
            //底部正方形-第二条边的顶点
            for (int z = 1; z < zGridCount + 1; z++, index++)
            {
                _vertices[index] = new Vector3(xGridCount, y, z);
                yield return null;
            }
            //底部正方形-第三条边的顶点
            for (int x = xGridCount - 1; x >= 0; x--, index++)
            {
                _vertices[index] = new Vector3(x, y, zGridCount);
                yield return null;
            }
            //底部正方形-第四条边的顶点
            for (int z = zGridCount - 1; z > 0; z--, index++)
            {
                _vertices[index] = new Vector3(0, y, z);
                yield return null;
            }
        }
        //生成上面的顶点
        for (int z = 1; z < zGridCount; z++)
        {
            for (int x = 1; x < xGridCount; x++, index++)
            {
                _vertices[index] = new Vector3(x, yGridCount, z);
                yield return null;
            }
        }
        //生成下面的顶点
        for (int z = 1; z < zGridCount; z++)
        {
            for (int x = 1; x < xGridCount; x++, index++)
            {
                _vertices[index] = new Vector3(x, 0, z);
                yield return null;
            }
        }
    }

    //计算顶点序列下标数
    private int GetTriangeCount()
    {
        return xGridCount * yGridCount * 4 + xGridCount * zGridCount * 4 + yGridCount * zGridCount * 4;
    }

    //顶点绘制三角面序列
    private IEnumerator GenerateTriange(Mesh mesh)
    {
        _triangles = new int[GetTriangeCount() * 3];
        int circleVextexCount = 2 * xGridCount + 2 * zGridCount;


        yield return StartCoroutine(GenerateSide(mesh, circleVextexCount));

        yield return StartCoroutine(GenerateTop(mesh, circleVextexCount));

        yield return StartCoroutine(GenerateBottom(mesh, circleVextexCount));
    }

    private IEnumerator GenerateSide(Mesh mesh, int circleVextexCount)
    {
        for (int y = 0; y < yGridCount; y++)
        {
            for (int i = 0; i < circleVextexCount; i++, _v++, _t += 6)
            {
                SetQuad(_triangles, _t, _v, _v + 1, _v + circleVextexCount, _v + 1 + circleVextexCount, circleVextexCount);
                mesh.triangles = _triangles;
                yield return null;
            }
        }
    }

    private IEnumerator GenerateTop(Mesh mesh, int circleVextexCount)
    {
        //第一行前三个面
        for (int x = 0; x < xGridCount - 1; x++, _v++, _t += 6)
        {
            SetQuad(_triangles, _t, _v, _v + 1, _v + circleVextexCount - 1, _v + circleVextexCount);
            mesh.triangles = _triangles;
            yield return null;
        }

        //第一行第四个面
        SetQuad(_triangles, _t, _v, _v + 1, _v + circleVextexCount - 1, _v + 2);
        mesh.triangles = _triangles;
        _t += 6;
        yield return null;

        int vMin = circleVextexCount * (yGridCount + 1) - 1;
        int vMid = vMin + 1;
        int vMax = _v + 2;
        //中间行所有面
        for (int z = 0; z < zGridCount - 2; z++, vMin--, vMid++, vMax++)
        {
            //第一个面
            SetQuad(_triangles, _t, vMin, vMid, vMin - 1, vMid + xGridCount);
            mesh.triangles = _triangles;
            _t += 6;
            yield return null;

            //中间面片
            for (int i = 0; i < xGridCount - 2; i++, _t += 6, vMid++)
            {
                SetQuad(_triangles, _t, vMid, vMid + 1, vMid + xGridCount - 1, vMid + xGridCount);
                mesh.triangles = _triangles;
                yield return null;
            }

            //最后一个面
            SetQuad(_triangles, _t, vMid, vMax, vMid + xGridCount - 1, vMax + 1);
            mesh.triangles = _triangles;
            _t += 6;
            yield return null;
        }

        int vTop = vMin - 2;
        //第一个面
        SetQuad(_triangles, _t, vMin, vMid, vMin - 1, vTop);
        mesh.triangles = _triangles;
        _t += 6;
        yield return null;


        for (int i = 0; i < xGridCount - 2; i++, vMid++, vTop--)
        {
            //中间面
            SetQuad(_triangles, _t, vMid, vMid + 1, vTop, vTop - 1);
            mesh.triangles = _triangles;
            _t += 6;
            yield return null;
        }

        //最后一行最后一个面
        SetQuad(_triangles, _t, vMid, vTop - 2, vTop, vTop - 1);
        mesh.triangles = _triangles;
        _t += 6;
        yield return null;
    }

    private IEnumerator GenerateBottom(Mesh mesh, int circleVextexCount)
    {
        int vMin = circleVextexCount - 1;
        int vMid = _vertices.Length - (xGridCount - 1) * (zGridCount - 1);

        //第一行,第一面
        SetQuad(_triangles, _t, vMin, vMid, 0, 1);
        _t += 6;
        mesh.triangles = _triangles;
        yield return null;

        int vMax = 1;
        //第一行,中间面
        for (int i = 0; i < xGridCount - 2; i++, _t += 6, vMax++, vMid++)
        {
            SetQuad(_triangles, _t, vMid, vMid + 1, vMax, vMax + 1);
            mesh.triangles = _triangles;
            yield return null;
        }

        //第一行,最后面
        SetQuad(_triangles, _t, vMid, vMax + 2, vMax, vMax + 1);
        _t += 6;
        mesh.triangles = _triangles;
        yield return null;

        vMid++;
        vMax += 2;

        for (int z = 0; z < zGridCount - 2; z++, vMin--, vMid++, vMax++)
        {
            //第一面
            SetQuad(_triangles, _t, vMin - 1, vMid, vMin, vMid - xGridCount + 1);
            _t += 6;
            mesh.triangles = _triangles;
            yield return null;

            //中间面
            for (int i = 0; i < xGridCount - 2; i++, _t += 6, vMid++)
            {
                SetQuad(_triangles, _t, vMid, vMid + 1, vMid - xGridCount + 1, vMid - xGridCount + 2);
                mesh.triangles = _triangles;
                yield return null;
            }

            //最后面
            SetQuad(_triangles, _t, vMid, vMax + 1, vMid - xGridCount + 1, vMax);
            _t += 6;
            mesh.triangles = _triangles;
            yield return null;
        }

        vMid = vMid - xGridCount + 1;
        //最后行,第一面
        SetQuad(_triangles, _t, vMin - 1, vMin - 2, vMin, vMid);
        _t += 6;
        mesh.triangles = _triangles;
        yield return null;

        int vBottom = vMin - 2;
        //最后行,中间面
        for (int i = 0; i < xGridCount - 2; i++, _t += 6, vBottom--, vMid++)
        {
            SetQuad(_triangles, _t, vBottom, vBottom - 1, vMid, vMid + 1);
            mesh.triangles = _triangles;
            yield return null;
        }

        //最后行,最后面
        SetQuad(_triangles, _t, vBottom, vBottom - 1, vMid, vBottom - 2);
        _t += 6;
        mesh.triangles = _triangles;
        yield return null;
    }

    private void SetQuad(int[] triangles, int i, int v00, int v10, int v01, int v11, int circleVextexCount)
    {
        v10 = (v00 / circleVextexCount) * circleVextexCount + v10 % circleVextexCount;
        v11 = (v01 / circleVextexCount) * circleVextexCount + v11 % circleVextexCount;

        SetQuad(triangles, i, v00, v10, v01, v11);
    }

    //每个面片 6个顶点下标序列
    private void SetQuad(int[] triangles, int i, int v00, int v10, int v01, int v11)
    {
        //第1个三角面
        triangles[i] = v00;
        triangles[i + 1] = v01;
        triangles[i + 2] = v10;
        //第2个三角面
        triangles[i + 3] = v01;
        triangles[i + 4] = v11;
        triangles[i + 5] = v10;
    }

    //圆角四边形部分逻辑
    private Vector3 SetNormal(int i)
    {
        var vextex = _vertices[i];
        var inner = vextex;

        if (vextex.x < _r)
        {
            inner.x = _r;
        }
        else if (vextex.x > xGridCount - _r)
        {
            inner.x = xGridCount - _r;
        }

        if (vextex.y < _r)
        {
            inner.y = _r;
        }
        else if (vextex.y > yGridCount - _r)
        {
            inner.y = yGridCount - _r;
        }

        if (vextex.z < _r)
        {
            inner.z = _r;
        }
        else if (vextex.z > zGridCount - _r)
        {
            inner.z = zGridCount - _r;
        }

        _normals[i] = (vextex - inner).normalized;

        return inner;
    }

    private void ResetVextexPos(int i, Vector3 inner)
    {
        _vertices[i] = _normals[i] * _r + inner;
    }
}

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转载自blog.csdn.net/lalate/article/details/128095133