Unity3D之Mesh(五)绘制圆
前言:
Unity3D中Mesh的基本单位是三角形,而圆形就是由许许多多的三角形组成的。那么我们就知道了绘制圆形的Mesh需要两个变量:圆的半径 以及分割数;
一、实现过程
基本过程与之前的类似,最基本的依然是顶点以及三角形索引数组,即:我们需要根据圆的半径以及预备的分割数,通过算法得到:顶点的Vector3数组 以及对应的三角形索引数组;
1、基本的程序实现架构如下:
using UnityEngine; [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] public class yuan : MonoBehaviour { public float Radius = 6; //半径 public int Segments = 60; //分割数 private MeshFilter meshFilter; void Start() { meshFilter = GetComponent<MeshFilter>(); meshFilter.mesh = CreateMesh(Radius, Segments); } Mesh CreateMesh(float radius, int segments) { Mesh mesh = new Mesh(); return mesh; } }
2、接下来就需要实现CreateMesh()函数的基本功能(下述的程序包含该函数功能的实现);整个程序的代码如下:
using UnityEngine; [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] public class yuan : MonoBehaviour { public float Radius = 6; //半径 public int Segments = 60; //分割数 private MeshFilter meshFilter; void Start() { meshFilter = GetComponent<MeshFilter>(); meshFilter.mesh = CreateMesh(Radius, Segments); } Mesh CreateMesh(float radius, int segments) { //vertices: int vertices_count = Segments + 1; Vector3[] vertices = new Vector3[vertices_count]; vertices[0] = Vector3.zero; float angledegree = 360.0f; float angleRad = Mathf.Deg2Rad * angledegree; float angleCur = angleRad; float angledelta = angleRad / Segments; for(int i=1;i< vertices_count; i++) { float cosA = Mathf.Cos(angleCur); float sinA = Mathf.Sin(angleCur); vertices[i] = new Vector3(Radius * cosA, 0, Radius * sinA); angleCur -= angledelta; } //triangles int triangle_count = segments * 3; int[] triangles = new int[triangle_count]; for(int i=0,vi=1;i<= triangle_count-1;i+=3,vi++) //因为该案例分割了60个三角形,故最后一个索引顺序应该是:0 60 1;所以需要单独处理 { triangles[i] = 0; triangles[i + 1] = vi; triangles[i + 2] = vi + 1; } triangles[triangle_count - 3] = 0; triangles[triangle_count - 2] = vertices_count - 1; triangles[triangle_count - 1] = 1; //为了完成闭环,将最后一个三角形单独拎出来 //uv: Vector2[] uvs = new Vector2[vertices_count]; for (int i = 0; i < vertices_count; i++) { uvs[i] = new Vector2(vertices[i].x / radius / 2 + 0.5f, vertices[i].z / radius / 2 + 0.5f); } //负载属性与mesh Mesh mesh = new Mesh(); mesh.vertices = vertices; mesh.triangles = triangles; mesh.uv = uvs; return mesh; } }
3、效果图:
碰到的小知识:
【欢迎转载】
转载请表明出处: 乐学习