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。
先上张完成效果图:
http://img.blog.csdn.net/20131111120141937?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQvb3Jpb25pZF9KQVZB/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast
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:
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using UnityEngine;
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using System.Collections;
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public class Vertex : MonoBehaviour {
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private const float size = 0.05f;
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private Vector3[] newVertices = {
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new Vector3(size, -size, 0),
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new Vector3(size, size, 0),
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new Vector3(-size, size, 0),
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new Vector3(-size, -size, 0)
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};
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private Vector2[] newUV = {
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new Vector2(0, 0),
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new Vector2(0, 1),
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new Vector2(1, 1),
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new Vector2(1, 0)
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};
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private int[] newTriangles = {0, 3, 2, 0, 2, 1};
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private Vector3[] newNormals = {Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward};//forward
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private Vector4[] newTangents = {
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new Vector4(-1, 0, 0, -1),
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new Vector4(-1, 0, 0, -1),
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new Vector4(-1, 0, 0, -1),
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new Vector4(-1, 0, 0, -1)
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};
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// Use this for initialization
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void Start () {
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Mesh mesh = new Mesh();
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GetComponent().mesh = mesh;
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mesh.vertices = newVertices;
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mesh.uv = newUV;
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mesh.triangles = newTriangles;
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mesh.normals = newNormals;
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mesh.tangents = newTangents;
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}
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}
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:
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using UnityEngine;
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using System.Collections;
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public class Edge : MonoBehaviour {
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private GameObject startVertex;
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private GameObject endVertex;
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private Vector3[] newVertices = new Vector3[4];
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private const float size = 0.01f;
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private Vector3[] basicVertices = {
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new Vector3(size, 0, 0),
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new Vector3(size, 0, 0),
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new Vector3(-size, 0, 0),
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new Vector3(-size, 0, 0)
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};
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private Vector2[] newUV = {
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new Vector2(1, 1),
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new Vector2(0, 1),
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new Vector2(0, 0),
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new Vector2(1, 0)
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};
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private int[] newTriangles = {0, 3, 2, 0, 2, 1};
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private Vector3[] newNormals = {Vector3.forward, Vector3.forward, Vector3.forward, Vector3.forward};
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private Vector4[] newTangents = {
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new Vector4(-1, 0, 0, -1),
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new Vector4(-1, 0, 0, -1),
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new Vector4(-1, 0, 0, -1),
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new Vector4(-1, 0, 0, -1)
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};
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public GameObject StartVertex {
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get {return startVertex;}
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set {startVertex = value;}
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}
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public GameObject EndVertex {
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get {return endVertex;}
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set {endVertex = value;}
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}
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public void CalcuVertexPosition () {
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if(startVertex == null || endVertex == null){
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return;
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}
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Vector3 startPosition = startVertex.transform.localPosition;
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Vector3 endPosition = endVertex.transform.localPosition;
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float length = Vector3.Distance(startPosition, endPosition) - 0.04f;
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float halfLength = length * 0.5f;
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Vector3 position = (endPosition + startPosition)*0.5f;
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Quaternion rotation = Quaternion.FromToRotation(Vector3.up, startPosition - endPosition );
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gameObject.transform.localPosition = position;
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gameObject.transform.localRotation = rotation;
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BoxCollider collider = GetComponent();
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collider.size = new Vector3(0.02f, length, 0.02f);
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newVertices[0] = halfLength*Vector3.down + basicVertices[0];
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newVertices[1] = halfLength*Vector3.up + basicVertices[1];
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newVertices[2] = halfLength*Vector3.up + basicVertices[2];
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newVertices[3] = halfLength*Vector3.down + basicVertices[3];
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ResetMesh();
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}
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public void ResetMesh(){
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Mesh mesh = new Mesh();
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GetComponent().mesh = mesh;
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mesh.vertices = newVertices;
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mesh.uv = newUV;
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mesh.triangles = newTriangles;
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mesh.normals = newNormals;
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mesh.tangents = newTangents;
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}
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}
加载中,请稍候......