中目标-生成完整面
在之前的内容中我们已经成功生成了一个面,接下来我们要生成剩下的面就很容易了。
我们把之前生成的面当作顶面,接着我们来生成底面。
还记得前面说过\(\color{#1E90FF}{Depth}\)这个参数用来控制深度,也就是顶面和地面之间的距离,放到坐标系中就是控制Z的位置。
底面和顶面的顶点生成方法是一样的,唯一不同的地方就是Z轴的不同。 我们只要用生成顶面的方法改下Z坐标,就可以得到底面了。
//下
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float innerX = (Radius - Thickness) * Mathf.Cos(angle * Mathf.Deg2Rad);
float innerY = (Radius - Thickness) * Mathf.Sin(angle * Mathf.Deg2Rad);
vertexList.Add(new Vector3(innerX, innerY, -1 * Depth / 2));
float outsideX = Radius * Mathf.Cos(angle * Mathf.Deg2Rad);
float outsideY = Radius * Mathf.Sin(angle * Mathf.Deg2Rad);
vertexList.Add(new Vector3(outsideX, outsideY, - 1 * Depth / 2));
}
三角形索引的生成和之前也是一样的,不同的是一开始的方向,因为顶面的法线是向上的,而底面的法线是向下的:
direction = 1;
startIndex += (NumberOfSides + 1) * 2;
for (int i = 0; i < NumberOfSides * 2; i++)
{
int[] triangleIndexs = getTriangleIndexs(i, direction, startIndex);
direction *= -1;
for (int j = 0; j < triangleIndexs.Length; j++)
{
triangleList.Add(triangleIndexs[j]);
}
}
至于UV索引则设置和顶面的一样即可。
其他生成顶面和底面之后,大部分的工作已经完成了,这时候我们已经生成了我们需要的所有顶点。前后左右也只是用现有的这些顶点进行生成。
我们前面生成的圆柱体是基于圆生成的,如果我们改成基于贝塞尔生成的那也是可以的。
修改方法很简单,就是改下生成顶点时的过程就好了,其他的不需要动。
具体过程直接看代码吧,包看包懂。
当然下面的代码是为了方面理解所以写得冗余,如果用到项目中建议优化下,不然会被主程打的。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//[RequireComponent(typeof(MeshFilter))]
//[RequireComponent(typeof(MeshRenderer))]
[ExecuteInEditMode]
public class DrawArch : MonoBehaviour
{
public float Radius = 20.0f; //外圈的半径
public float Thickness = 10.0f; //厚度,外圈半径减去内圈半径
public float Depth = 1.0f; //厚度
public int NumberOfSides = 30; //由多少个面组成
public float DrawArchDegrees = 90.0f; //要绘画多长
public Material archMaterial = null;
private int VertexCountOneSide = 0; //生成一面所需的顶点数
private Mesh mesh = null;
private float incrementAngle = 0;
private List<Vector3> vertexList = new List<Vector3>();
private List<int> triangleList = new List<int>();
private List<Vector2> uvList = new List<Vector2>();
// Start is called before the first frame update
void Start()
{
mesh = new Mesh();
}
void GenerateMesh()
{
VertexCountOneSide = (NumberOfSides + 1) * 2;
incrementAngle = DrawArchDegrees / NumberOfSides;
GenerateVertex();
GenerateTriangleIndex();
GenerateUV();
mesh.vertices = vertexList.ToArray();
mesh.uv = uvList.ToArray();
mesh.triangles = triangleList.ToArray();
mesh.RecalculateNormals();
gameObject.GetComponent<MeshFilter>().mesh = mesh;
gameObject.GetComponent<MeshRenderer>().material = archMaterial;
}
//生成顶点坐标
void GenerateVertex()
{
//上
vertexList.Clear();
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float innerX = (Radius - Thickness) * Mathf.Cos(angle * Mathf.Deg2Rad);
float innerY = (Radius - Thickness) * Mathf.Sin(angle * Mathf.Deg2Rad);
vertexList.Add(new Vector3(innerX, innerY, Depth / 2));
float outsideX = Radius * Mathf.Cos(angle * Mathf.Deg2Rad);
float outsideY = Radius * Mathf.Sin(angle * Mathf.Deg2Rad);
vertexList.Add(new Vector3(outsideX, outsideY, Depth / 2));
}
//下
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float innerX = (Radius - Thickness) * Mathf.Cos(angle * Mathf.Deg2Rad);
float innerY = (Radius - Thickness) * Mathf.Sin(angle * Mathf.Deg2Rad);
vertexList.Add(new Vector3(innerX, innerY, -1 * Depth / 2));
float outsideX = Radius * Mathf.Cos(angle * Mathf.Deg2Rad);
float outsideY = Radius * Mathf.Sin(angle * Mathf.Deg2Rad);
vertexList.Add(new Vector3(outsideX, outsideY, - 1 * Depth / 2));
}
//前
for (int i = 0; i <= NumberOfSides * 2 ; i += 2)
{
vertexList.Add(vertexList[i]);
vertexList.Add(vertexList[i + VertexCountOneSide]);
}
//后
for (int i = 0; i <= NumberOfSides * 2; i += 2)
{
vertexList.Add(vertexList[i + 1]);
vertexList.Add(vertexList[i + VertexCountOneSide + 1]);
}
//左
vertexList.Add(vertexList[0]);
vertexList.Add(vertexList[1]);
vertexList.Add(vertexList[VertexCountOneSide + 0]);
vertexList.Add(vertexList[VertexCountOneSide + 1]);
//右
vertexList.Add(vertexList[VertexCountOneSide -2]);
vertexList.Add(vertexList[VertexCountOneSide - 1]);
vertexList.Add(vertexList[VertexCountOneSide * 2 - 2]);
vertexList.Add(vertexList[VertexCountOneSide * 2 - 1]);
}
void GenerateTriangleIndex()
{
//三角形索引
triangleList.Clear();
//上
int direction = -1;
int startIndex = 0;
for (int i = 0; i < NumberOfSides * 2; i++)
{
int[] triangleIndexs = getTriangleIndexs(i, direction);
direction *= -1;
for (int j = 0; j < triangleIndexs.Length; j++)
{
triangleList.Add(triangleIndexs[j]);
}
}
//下
direction = 1;
startIndex += (NumberOfSides + 1) * 2;
for (int i = 0; i < NumberOfSides * 2; i++)
{
int[] triangleIndexs = getTriangleIndexs(i, direction, startIndex);
direction *= -1;
for (int j = 0; j < triangleIndexs.Length; j++)
{
triangleList.Add(triangleIndexs[j]);
}
}
//前
direction = 1;
startIndex += VertexCountOneSide;
for (int i = 0; i < NumberOfSides * 2; i++)
{
int[] triangleIndexs = getTriangleIndexs(i, direction, startIndex);
direction *= -1;
for (int j = 0; j < triangleIndexs.Length; j++)
{
triangleList.Add(triangleIndexs[j]);
}
}
//后
direction = -1;
startIndex += VertexCountOneSide;
for (int i = 0; i < NumberOfSides * 2; i++)
{
int[] triangleIndexs = getTriangleIndexs(i, direction, startIndex);
direction *= -1;
for (int j = 0; j < triangleIndexs.Length; j++)
{
triangleList.Add(triangleIndexs[j]);
}
}
startIndex += VertexCountOneSide;
//左
triangleList.Add(startIndex + 0);
triangleList.Add(startIndex + 1);
triangleList.Add(startIndex + 2);
triangleList.Add(startIndex + 3);
triangleList.Add(startIndex + 2);
triangleList.Add(startIndex + 1);
//右
triangleList.Add(startIndex + 4 + 2);
triangleList.Add(startIndex + 4 + 1);
triangleList.Add(startIndex + 4 + 0);
triangleList.Add(startIndex + 4 + 1);
triangleList.Add(startIndex + 4 + 2);
triangleList.Add(startIndex + 4 + 3);
}
//UV索引
void GenerateUV()
{
uvList.Clear();
//上
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float littleX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(littleX, 0));
float bigX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(bigX, 1));
}
//下
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float littleX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(littleX, 0));
float bigX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(bigX, 1));
}
//前
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float littleX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(littleX, 0));
float bigX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(bigX, 1));
}
//后
for (int i = 0; i <= NumberOfSides; i++)
{
float angle = 180 - i * incrementAngle;
float littleX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(littleX, 0));
float bigX = (1.0f / NumberOfSides) * i;
uvList.Add(new Vector2(bigX, 1));
}
//左
uvList.Add(new Vector2(1.0f, 1.0f));
uvList.Add(new Vector2(0.0f, 1.0f));
uvList.Add(new Vector2(0.0f, 0.0f));
uvList.Add(new Vector2(1.0f, 0.0f));
//右
uvList.Add(new Vector2(1.0f, 1.0f));
uvList.Add(new Vector2(0.0f, 1.0f));
uvList.Add(new Vector2(0.0f, 0.0f));
uvList.Add(new Vector2(1.0f, 0.0f));
}
int[] getTriangleIndexs(int index, int direction, int startIndex = 0)
{
int[] triangleIndexs = new int[3] { 0+ startIndex, 1 + startIndex, 2 + startIndex };
for (int i = 0; i < triangleIndexs.Length; i++)
{
triangleIndexs[i] += index;
}
if (direction == -1)
{
int temp = triangleIndexs[0];
triangleIndexs[0] = triangleIndexs[2];
triangleIndexs[2] = temp;
}
return triangleIndexs;
}
private void Update()
{
GenerateMesh();
}
}