Mesh编程基础

最近发现Mesh很牛的样子,虽然以前也见过人家大牛用这个写过工具,当时没大在意,现在开始接触,觉得挺好玩的,首先先上我画的几个图:


Mesh编程基础


Mesh编程基础

Mesh编程基础


据说还可以画各种形状,原理就是所有图形都是由三角形组成的


下面我们一一的解释下:

一.画三角形

首先,给组件添加MeshFilter和MeshRenderer两个组件,这两个组件是Mesh必须的,然后我们自己新建一个材质备用,用来给Mesh赋值使用,Mesh画出来图案的材质就是你你新建的材质。


重要的两步:

第一步:指定定点,比如我们画三角形,我们指定三个定点

第二部:指定三角形顺序,注意个triangles的数组的大小必须是3的倍数,然后三角形的点顺序必须是顺时针的,当然你逆时针只能在反面看到。


下面我们看下脚本:

  1. void DrawTriangle()
  2. {
  3. gameObject.AddComponent<MeshFilter>();
  4. gameObject.AddComponent<MeshRenderer>();
  5. gameObject.GetComponent<MeshRenderer>().material = mat;
  6. Mesh mesh = GetComponent<MeshFilter>().mesh;
  7. mesh.Clear();
  8. //设置顶点
  9. mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
  10. //设置三角形顶点顺序,顺时针设置
  11. mesh.triangles = new int[] { 0, 1, 2 };
  12. }
最终图片如图所示:

Mesh编程基础

三角形还是比较简单的,Unity官网API介绍就有这个实例,这里面我们暂时先不考虑UV.


二.画正方形


有了三角形,我们画正方形也会简单很多,我们分析一下正方形是由两个三角形组成的,我们画两个三角形就可以了,在上面的基础上我们再加一个点(1,0)就可以了,

代码如下:

  1. #region 画正方形
  2. void DrawSquare()
  3. {
  4. gameObject.AddComponent<MeshFilter>();
  5. gameObject.AddComponent<MeshRenderer>();
  6. gameObject.GetComponent<MeshRenderer>().material = mat;
  7. Mesh mesh = GetComponent<MeshFilter>().mesh;
  8. mesh.Clear();
  9. mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 0) };
  10. mesh.triangles = new int[]
  11. { 0, 1, 2,
  12. 0, 2, 3
  13. };
  14. }
  15. #endregion

图形如图:

Mesh编程基础


正方形能画,那什么梯形,平行四边形,菱形啥的肯定也不在话下,这里我就不写demo了。


三.画圆

一开始画圆还没啥头绪,后来想想,圆其实也是有很多个三角形组成的,类似这样:
Mesh编程基础
鄙人画画比较丑,将就着看吧,类似这样可以细分成很多个小三角形,然后定点坐标就是各点组成:

Mesh编程基础


顶点的集合有黄色的点组成,除了圆心,其它的点的坐标都是根据角度确定的,这个我们上学时几何学过,我就不细说了。


这样我们的画圆的函数需要参数有:半径,圆心坐标,分割的份数

顶点的代码如下:

  1. //顶点
  2. Vector3[] vertices = new Vector3[segments + 1];
  3. vertices[0] = centerCircle;
  4. float deltaAngle = Mathf.Deg2Rad * 360f / segments;
  5. float currentAngle = 0;
  6. for (int i = 1; i < vertices.Length; i++)
  7. {
  8. float cosA = Mathf.Cos(currentAngle);
  9. float sinA = Mathf.Sin(currentAngle);
  10. vertices[i] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
  11. currentAngle += deltaAngle;
  12. }

Deg2Rad相当于2PI


后面就是顶点的顺序了,注意,最后一个三角形的定点涉及到初始的点:

比如我们图中 的:

Mesh编程基础


如图中所示,最后一组的时候如果使用遍历,数组会越界,所以我们可以最后三个单独写,也可以采用取模。


这里我们的代码采用单独写的方式,代码如下:

  1. //三角形
  2. int[] triangles = new int[segments * 3];
  3. for (int i = 0, j = 1; i < segments * 3 - 3; i += 3, j++)
  4. {
  5. triangles[i] = 0;
  6. triangles[i + 1] = j + 1;
  7. triangles[i + 2] = j;
  8. }
  9. triangles[segments * 3 - 3] = 0;
  10. triangles[segments * 3 - 2] = 1;
  11. triangles[segments * 3 - 1] = segments;


这样我们的顶点和三角形都确定了,关于顺时针和逆时针,看你摄像头看的哪一面哈


完整的画圆代码如下:

  1. #region 画圆
  2. /// <summary>
  3. /// 画圆
  4. /// </summary>
  5. /// <param name="radius">圆的半径</param>
  6. /// <param name="segments">圆的分割数</param>
  7. /// <param name="centerCircle">圆心得位置</param>
  8. void DrawCircle(float radius, int segments, Vector3 centerCircle)
  9. {
  10. gameObject.AddComponent<MeshFilter>();
  11. gameObject.AddComponent<MeshRenderer>();
  12. gameObject.GetComponent<MeshRenderer>().material = mat;
  13. //顶点
  14. Vector3[] vertices = new Vector3[segments + 1];
  15. vertices[0] = centerCircle;
  16. float deltaAngle = Mathf.Deg2Rad * 360f / segments;
  17. float currentAngle = 0;
  18. for (int i = 1; i < vertices.Length; i++)
  19. {
  20. float cosA = Mathf.Cos(currentAngle);
  21. float sinA = Mathf.Sin(currentAngle);
  22. vertices[i] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
  23. currentAngle += deltaAngle;
  24. }
  25. //三角形
  26. int[] triangles = new int[segments * 3];
  27. for (int i = 0, j = 1; i < segments * 3 - 3; i += 3, j++)
  28. {
  29. triangles[i] = 0;
  30. triangles[i + 1] = j + 1;
  31. triangles[i + 2] = j;
  32. }
  33. triangles[segments * 3 - 3] = 0;
  34. triangles[segments * 3 - 2] = 1;
  35. triangles[segments * 3 - 1] = segments;
  36. Mesh mesh = GetComponent<MeshFilter>().mesh;
  37. mesh.Clear();
  38. mesh.vertices = vertices;
  39. mesh.triangles = triangles;
  40. }
  41. #endregion

当然你还可以做点小变动,画成这样:

Mesh编程基础

上面的毁了,这样的就自然能画出来,自己试下哈。


四.画圆环

既然,上面的圆画出来了,圆环也就在此基础上,只不过有好多小梯形组成,梯形由两个三角形组成。

示意图如下:

Mesh编程基础
当分成很多等份时,就类似圆环了。

同理,我们先列顶点,这一次我们比上面多要一个参数,内圆半径:
顶点代码如下:
  1. //顶点
  2. Vector3[] vertices = new Vector3[segments * 2];
  3. float deltaAngle = Mathf.Deg2Rad * 360f / segments;
  4. float currentAngle = 0;
  5. for (int i = 0; i < vertices.Length; i += 2)
  6. {
  7. float cosA = Mathf.Cos(currentAngle);
  8. float sinA = Mathf.Sin(currentAngle);
  9. vertices[i] = new Vector3(cosA * innerRadius + centerCircle.x, sinA * innerRadius + centerCircle.y, 0);
  10. vertices[i + 1] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
  11. currentAngle += deltaAngle;
  12. }

同理,再列出三角形:
  1. //三角形
  2. int[] triangles = new int[segments * 6];
  3. for (int i = 0, j = 0; i < segments * 6; i += 6, j += 2)
  4. {
  5. triangles[i] = j;
  6. triangles[i + 1] = (j + 1) % vertices.Length;
  7. triangles[i + 2] = (j + 3) % vertices.Length;
  8. triangles[i + 3] = j;
  9. triangles[i + 4] = (j + 3) % vertices.Length;
  10. triangles[i + 5] = (j + 2) % vertices.Length;
  11. }

最终结果如图:

Mesh编程基础
完整的代码如下:

  1. #region 画圆环
  2. /// <summary>
  3. /// 画圆环
  4. /// </summary>
  5. /// <param name="radius">圆半径</param>
  6. /// <param name="innerRadius">内圆半径</param>
  7. /// <param name="segments">圆的分个数</param>
  8. /// <param name="centerCircle">圆心坐标</param>
  9. void DrawRing(float radius, float innerRadius, int segments, Vector3 centerCircle)
  10. {
  11. gameObject.AddComponent<MeshFilter>();
  12. gameObject.AddComponent<MeshRenderer>();
  13. gameObject.GetComponent<MeshRenderer>().material = mat;
  14. //顶点
  15. Vector3[] vertices = new Vector3[segments * 2];
  16. float deltaAngle = Mathf.Deg2Rad * 360f / segments;
  17. float currentAngle = 0;
  18. for (int i = 0; i < vertices.Length; i += 2)
  19. {
  20. float cosA = Mathf.Cos(currentAngle);
  21. float sinA = Mathf.Sin(currentAngle);
  22. vertices[i] = new Vector3(cosA * innerRadius + centerCircle.x, sinA * innerRadius + centerCircle.y, 0);
  23. vertices[i + 1] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
  24. currentAngle += deltaAngle;
  25. }
  26. //三角形
  27. int[] triangles = new int[segments * 6];
  28. for (int i = 0, j = 0; i < segments * 6; i += 6, j += 2)
  29. {
  30. triangles[i] = j;
  31. triangles[i + 1] = (j + 1) % vertices.Length;
  32. triangles[i + 2] = (j + 3) % vertices.Length;
  33. triangles[i + 3] = j;
  34. triangles[i + 4] = (j + 3) % vertices.Length;
  35. triangles[i + 5] = (j + 2) % vertices.Length;
  36. }
  37. Mesh mesh = GetComponent<MeshFilter>().mesh;
  38. mesh.Clear();
  39. mesh.vertices = vertices;
  40. mesh.triangles = triangles;
  41. }
  42. #endregion

一样,代码做点小的改动就能产生太阳和锯齿的图片,如下:
Mesh编程基础
Mesh编程基础
怎么改的上面看明白的一眼就看出来了,哈哈,你们自己写吧。


五:完整代码

本篇博客涉及的脚本的完整代码如下:
  1. using UnityEngine;
  2. using System.Collections;
  3. public enum PlaneState
  4. {
  5. Triangle,
  6. Square,
  7. Circle,
  8. Ring
  9. }
  10. public class Test : MonoBehaviour
  11. {
  12. public Material mat;
  13. public PlaneState planeState;
  14. // Use this for initialization
  15. void Start()
  16. {
  17. switch (planeState)
  18. {
  19. case PlaneState.Triangle:
  20. DrawTriangle();
  21. break;
  22. case PlaneState.Square:
  23. DrawSquare();
  24. break;
  25. case PlaneState.Circle:
  26. DrawCircle(2, 50, Vector3.zero);
  27. break;
  28. case PlaneState.Ring:
  29. DrawRing(2, 3, 50, Vector3.zero);
  30. break;
  31. }
  32. }
  33. #region 画三角形
  34. void DrawTriangle()
  35. {
  36. gameObject.AddComponent<MeshFilter>();
  37. gameObject.AddComponent<MeshRenderer>();
  38. gameObject.GetComponent<MeshRenderer>().material = mat;
  39. Mesh mesh = GetComponent<MeshFilter>().mesh;
  40. mesh.Clear();
  41. //设置顶点
  42. mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0) };
  43. //设置三角形顶点顺序,顺时针设置
  44. mesh.triangles = new int[] { 0, 1, 2 };
  45. }
  46. #endregion
  47. #region 画正方形
  48. void DrawSquare()
  49. {
  50. gameObject.AddComponent<MeshFilter>();
  51. gameObject.AddComponent<MeshRenderer>();
  52. gameObject.GetComponent<MeshRenderer>().material = mat;
  53. Mesh mesh = GetComponent<MeshFilter>().mesh;
  54. mesh.Clear();
  55. mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 0, 0) };
  56. mesh.triangles = new int[]
  57. { 0, 1, 2,
  58. 0, 2, 3
  59. };
  60. }
  61. #endregion
  62. #region 画圆
  63. /// <summary>
  64. /// 画圆
  65. /// </summary>
  66. /// <param name="radius">圆的半径</param>
  67. /// <param name="segments">圆的分割数</param>
  68. /// <param name="centerCircle">圆心得位置</param>
  69. void DrawCircle(float radius, int segments, Vector3 centerCircle)
  70. {
  71. gameObject.AddComponent<MeshFilter>();
  72. gameObject.AddComponent<MeshRenderer>();
  73. gameObject.GetComponent<MeshRenderer>().material = mat;
  74. //顶点
  75. Vector3[] vertices = new Vector3[segments + 1];
  76. vertices[0] = centerCircle;
  77. float deltaAngle = Mathf.Deg2Rad * 360f / segments;
  78. float currentAngle = 0;
  79. for (int i = 1; i < vertices.Length; i++)
  80. {
  81. float cosA = Mathf.Cos(currentAngle);
  82. float sinA = Mathf.Sin(currentAngle);
  83. vertices[i] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
  84. currentAngle += deltaAngle;
  85. }
  86. //三角形
  87. int[] triangles = new int[segments * 3];
  88. for (int i = 0, j = 1; i < segments * 3 - 3; i += 3, j++)
  89. {
  90. triangles[i] = 0;
  91. triangles[i + 1] = j + 1;
  92. triangles[i + 2] = j;
  93. }
  94. triangles[segments * 3 - 3] = 0;
  95. triangles[segments * 3 - 2] = 1;
  96. triangles[segments * 3 - 1] = segments;
  97. Mesh mesh = GetComponent<MeshFilter>().mesh;
  98. mesh.Clear();
  99. mesh.vertices = vertices;
  100. mesh.triangles = triangles;
  101. }
  102. #endregion
  103. #region 画圆环
  104. /// <summary>
  105. /// 画圆环
  106. /// </summary>
  107. /// <param name="radius">圆半径</param>
  108. /// <param name="innerRadius">内圆半径</param>
  109. /// <param name="segments">圆的分个数</param>
  110. /// <param name="centerCircle">圆心坐标</param>
  111. void DrawRing(float radius, float innerRadius, int segments, Vector3 centerCircle)
  112. {
  113. gameObject.AddComponent<MeshFilter>();
  114. gameObject.AddComponent<MeshRenderer>();
  115. gameObject.GetComponent<MeshRenderer>().material = mat;
  116. //顶点
  117. Vector3[] vertices = new Vector3[segments * 2];
  118. float deltaAngle = Mathf.Deg2Rad * 360f / segments;
  119. float currentAngle = 0;
  120. for (int i = 0; i < vertices.Length; i += 2)
  121. {
  122. float cosA = Mathf.Cos(currentAngle);
  123. float sinA = Mathf.Sin(currentAngle);
  124. vertices[i] = new Vector3(cosA * innerRadius + centerCircle.x, sinA * innerRadius + centerCircle.y, 0);
  125. vertices[i + 1] = new Vector3(cosA * radius + centerCircle.x, sinA * radius + centerCircle.y, 0);
  126. currentAngle += deltaAngle;
  127. }
  128. //三角形
  129. int[] triangles = new int[segments * 6];
  130. for (int i = 0, j = 0; i < segments * 6; i += 6, j += 2)
  131. {
  132. triangles[i] = j;
  133. triangles[i + 1] = (j + 1) % vertices.Length;
  134. triangles[i + 2] = (j + 3) % vertices.Length;
  135. triangles[i + 3] = j;
  136. triangles[i + 4] = (j + 3) % vertices.Length;
  137. triangles[i + 5] = (j + 2) % vertices.Length;
  138. }
  139. Mesh mesh = GetComponent<MeshFilter>().mesh;
  140. mesh.Clear();
  141. mesh.vertices = vertices;
  142. mesh.triangles = triangles;
  143. }
  144. #endregion
  145. }


欢迎多多指教!