之前简单了解了Unity中的网格信息由gameObject的MeshFilter组件中的Mesh属性实现访问,接下来就尝试实现网格的动态编辑。在这里,“网格可编辑”由鼠标拖拽网格顶点,或长按网格边界添加新顶点后重新绘制网格等两个简单操作实现。方便起见,所有实现限定在二维空间中。
然后,是Edge Prefab预设,即实现两端顶点位置改变时可以更新自身网格顶点位置,且在鼠标长按后实现添加顶点的边对象。该对象组件与Vertex Prefab大致相同,其脚本“Edge”中多了起始和终止顶点属性,以及计算自己网格顶点的CalcuVertexPosition方法。
先到这里,下一篇完成MeshObject对象,以及MeshBuilder、MeshEditor脚本。
先上张完成效果图:
先从最简单的开始,编写一个可拖拽的顶点对象来熟悉自定义网格。新建空对象,添加MeshFilter组件(一个Mesh属性为Null的组件,在运行时由脚本添加具体Mesh)、MeshShader组件(实现具体的绘制,随便找个内建材质试试看先吧)、BoxColloder组件(碰撞器,用于实现鼠标点击判断。size属性先手工调整为1.0×1.0×1.0),以及新建的“Vertex”脚本(该脚本实现将附加对象的MeshFilter组件的Mesh定义为一个0.1×0.1的矩形)。完成后将其添加为预设Vertex Prefab, 以供多次实例化调用。
脚本如下:
using UnityEngine;
using System.Collections;
public class Vertex : MonoBehaviour {
private const float size = 0.05f;
private Vector3[] newVertices = {
new Vector3(size, -size, 0),
new Vector3(size, size, 0),
new Vector3(-size, size, 0),
new Vector3(-size, -size, 0)
};
private Vector2[] newUV = {
new Vector2(0, 0),
new Vector2(0, 1),
new Vector2(1, 1),
new Vector2(1, 0)
};
private int[] newTriangles = {0, 3, 2, 0, 2, 1};
private Vector3[] newNormals = {Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward};//forward
private Vector4[] newTangents = {
new Vector4(-1, 0, 0, -1),
new Vector4(-1, 0, 0, -1),
new Vector4(-1, 0, 0, -1),
new Vector4(-1, 0, 0, -1)
};
// Use this for initialization
void Start () {
Mesh mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
mesh.normals = newNormals;
mesh.tangents = newTangents;
}
}
然后,是Edge Prefab预设,即实现两端顶点位置改变时可以更新自身网格顶点位置,且在鼠标长按后实现添加顶点的边对象。该对象组件与Vertex Prefab大致相同,其脚本“Edge”中多了起始和终止顶点属性,以及计算自己网格顶点的CalcuVertexPosition方法。
脚本如下:
using UnityEngine;
using System.Collections;
public class Edge : MonoBehaviour {
private GameObject startVertex;
private GameObject endVertex;
private Vector3[] newVertices = new Vector3[4];
private const float size = 0.01f;
private Vector3[] basicVertices = {
new Vector3(size, 0, 0),
new Vector3(size, 0, 0),
new Vector3(-size, 0, 0),
new Vector3(-size, 0, 0)
};
private Vector2[] newUV = {
new Vector2(1, 1),
new Vector2(0, 1),
new Vector2(0, 0),
new Vector2(1, 0)
};
private int[] newTriangles = {0, 3, 2, 0, 2, 1};
private Vector3[] newNormals = {Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward};
private Vector4[] newTangents = {
new Vector4(-1, 0, 0, -1),
new Vector4(-1, 0, 0, -1),
new Vector4(-1, 0, 0, -1),
new Vector4(-1, 0, 0, -1)
};
public GameObject StartVertex {
get {return startVertex;}
set {startVertex = value;}
}
public GameObject EndVertex {
get {return endVertex;}
set {endVertex = value;}
}
public void CalcuVertexPosition () {
if(startVertex == null || endVertex == null){
return;
}
Vector3 startPosition = startVertex.transform.localPosition;
Vector3 endPosition = endVertex.transform.localPosition;
float length = Vector3.Distance(startPosition, endPosition) - 0.04f;
float halfLength = length * 0.5f;
Vector3 position = (endPosition + startPosition)*0.5f;
Quaternion rotation = Quaternion.FromToRotation(Vector3.up, startPosition - endPosition );
gameObject.transform.localPosition = position;
gameObject.transform.localRotation = rotation;
BoxCollider collider = GetComponent<BoxCollider>();
collider.size = new Vector3(0.02f, length, 0.02f);
newVertices[0] = halfLength*Vector3.down + basicVertices[0];
newVertices[1] = halfLength*Vector3.up + basicVertices[1];
newVertices[2] = halfLength*Vector3.up + basicVertices[2];
newVertices[3] = halfLength*Vector3.down + basicVertices[3];
ResetMesh();
}
public void ResetMesh(){
Mesh mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
mesh.normals = newNormals;
mesh.tangents = newTangents;
}
}
先到这里,下一篇完成MeshObject对象,以及MeshBuilder、MeshEditor脚本。
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