unity之uv贴图画圆弧,圆弧面,不规则图形

来源:互联网 发布:威风堂堂动作数据口动 编辑:程序博客网 时间:2024/04/29 16:11

由于最近一直没有时间,所以这篇博客一直没发,下面我说说uv画圆弧,圆面,不规则面拼接。

先来两张效果图


图截的不咋滴,凑合着看吧,画圆弧主要用的贝塞尔曲线画的,我感觉这个比较简单,当然大家也可以使用圆的方程,抛物线的方程都可以实现这种效果

但是我比较倾向于用贝塞尔,如果大家会ps的话,知道里边有一个钢笔工具,他就是贝塞尔的原理,贝塞尔的算法大家可以去网上搜搜,

贝塞尔计算方法类网上也有很多

下面先上我的代码

using UnityEngine;[System.Serializable]public class Bezier : System.Object{public Vector3 p0;public Vector3 p1;public Vector3 p2;public Vector3 p3;public float ti = 0f;private Vector3 b0 = Vector3.zero;private Vector3 b1 = Vector3.zero;private Vector3 b2 = Vector3.zero;private Vector3 b3 = Vector3.zero;private float Ax;private float Ay;private float Az;private float Bx;private float By;private float Bz;private float Cx;private float Cy;private float Cz;public Bezier( Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3 ){this.p0 = v0;this.p1 = v1;this.p2 = v2;this.p3 = v3;}// 0.0 >= t <= 1.0public Vector3 GetPointAtTime( float t ){this.CheckConstant();float t2 = t * t;float t3 = t * t * t;float x = this.Ax * t3 + this.Bx * t2 + this.Cx * t + p0.x;float y = this.Ay * t3 + this.By * t2 + this.Cy * t + p0.y;float z = this.Az * t3 + this.Bz * t2 + this.Cz * t + p0.z;return new Vector3( x, y, z );}private void SetConstant(){this.Cx = 3f * ( ( this.p0.x + this.p1.x ) - this.p0.x );this.Bx = 3f * ( ( this.p3.x + this.p2.x ) - ( this.p0.x + this.p1.x ) ) - this.Cx;this.Ax = this.p3.x - this.p0.x - this.Cx - this.Bx;this.Cy = 3f * ( ( this.p0.y + this.p1.y ) - this.p0.y );this.By = 3f * ( ( this.p3.y + this.p2.y ) - ( this.p0.y + this.p1.y ) ) - this.Cy;this.Ay = this.p3.y - this.p0.y - this.Cy - this.By;this.Cz = 3f * ( ( this.p0.z + this.p1.z ) - this.p0.z );this.Bz = 3f * ( ( this.p3.z + this.p2.z ) - ( this.p0.z + this.p1.z ) ) - this.Cz;this.Az = this.p3.z - this.p0.z - this.Cz - this.Bz;}// Check if p0, p1, p2 or p3 have changedprivate void CheckConstant(){if( this.p0 != this.b0 || this.p1 != this.b1 || this.p2 != this.b2 || this.p3 != this.b3 ){this.SetConstant();this.b0 = this.p0;this.b1 = this.p1;this.b2 = this.p2;this.b3 = this.p3;}}}

这就是贝塞尔计算类,很简单的计算方法,

using UnityEngine;using System.Collections;using System.Collections.Generic;public class TriangleSubdivision  :MonoBehaviour{public static int[] TriangulatePolygon (Vector2[] XZofVertices) {//int VertexCount = XZofVertices.Length;//minx miny  maxx maxy        float xmin = XZofVertices[0].x;        float ymin = XZofVertices[0].y;        float xmax = xmin;        float ymax = ymin;        for (int ii1 = 1; ii1 < VertexCount; ii1++)        {if (XZofVertices[ii1].x < xmin) { xmin = XZofVertices[ii1].x; }else if (XZofVertices[ii1].x > xmax) {xmax = XZofVertices[ii1].x; }if (XZofVertices[ii1].y < ymin) { ymin = XZofVertices[ii1].y; }else if (XZofVertices[ii1].y > ymax) { ymax = XZofVertices[ii1].y;}        }        float dx = xmax - xmin;        float dy = ymax - ymin;        float dmax = (dx > dy) ? dx : dy;        float xmid = (xmax + xmin) * 0.5f;        float ymid = (ymax + ymin) * 0.5f;        Vector2[] ExpandedXZ = new Vector2[3 + VertexCount];        for (int ii1 = 0; ii1 < VertexCount; ii1++)        {ExpandedXZ[ii1] = XZofVertices[ii1];        }ExpandedXZ[VertexCount] = new Vector2((xmid - 2 * dmax), (ymid - dmax));        ExpandedXZ[VertexCount + 1] = new Vector2(xmid, (ymid + 2 * dmax));        ExpandedXZ[VertexCount + 2] = new Vector2((xmid + 2 * dmax), (ymid - dmax));List<Triangle> TriangleList = new List<Triangle>();        TriangleList.Add(new Triangle(VertexCount, VertexCount+1, VertexCount+2));        for (int ii1 = 0; ii1 < VertexCount; ii1++)        {//检查构成的三角形List<Edge> Edges = new List<Edge>();for (int ii2 = 0; ii2 < TriangleList.Count; ii2++){if (TriangulatePolygonSubFunc_InCircle(ExpandedXZ[ii1], ExpandedXZ[TriangleList[ii2].p1],ExpandedXZ[TriangleList[ii2].p2],ExpandedXZ[TriangleList[ii2].p3])){Edges.Add(new Edge(TriangleList[ii2].p1, TriangleList[ii2].p2));            Edges.Add(new Edge(TriangleList[ii2].p2, TriangleList[ii2].p3));            Edges.Add(new Edge(TriangleList[ii2].p3, TriangleList[ii2].p1));            TriangleList.RemoveAt(ii2);            ii2--;}}if (ii1 >= VertexCount) { continue; }//判断相同的三个点构成的三角形for (int ii2 = Edges.Count - 2; ii2 >= 0; ii2--){for (int ii3 = Edges.Count - 1; ii3 >= ii2 + 1; ii3--){if (Edges[ii2].Equals(Edges[ii3])){Edges.RemoveAt(ii3);Edges.RemoveAt(ii2);                        ii3--;                        continue;}}}for (int ii2 = 0; ii2 < Edges.Count; ii2++)            {TriangleList.Add(new Triangle(Edges[ii2].p1, Edges[ii2].p2, ii1));}            Edges.Clear();            Edges = null;}//大于点集外围的点        for (int ii1 = TriangleList.Count - 1; ii1 >= 0; ii1--)        {if (TriangleList[ii1].p1 >= VertexCount ||TriangleList[ii1].p2 >= VertexCount ||TriangleList[ii1].p3 >= VertexCount)            { TriangleList.RemoveAt(ii1); }        }//不在房间内的面for(int ii3 = 0;ii3<TriangleList.Count;ii3++){if(TriangleInPolygonOuter(XZofVertices,XZofVertices[TriangleList[ii3].p1],XZofVertices[TriangleList[ii3].p2],XZofVertices[TriangleList[ii3].p3])){TriangleList.RemoveAt(ii3);ii3--;}}        TriangleList.TrimExcess();        int[] Triangles = new int[3 * TriangleList.Count];        for (int ii1 = 0; ii1 < TriangleList.Count; ii1++)        {Triangles[3 * ii1] = TriangleList[ii1].p1;        Triangles[3 * ii1 + 1] = TriangleList[ii1].p2;        Triangles[3 * ii1 + 2] = TriangleList[ii1].p3;        }return Triangles;}static bool TriangulatePolygonSubFunc_InCircle(Vector2 p, Vector2 p1, Vector2 p2, Vector2 p3) {if (Mathf.Abs(p1.y - p2.y) < 0.0000001&&Mathf.Abs(p2.y - p3.y) < 0.0000001)        { return false; }        float m1, m2, mx1, mx2, my1, my2, xc, yc;        if (Mathf.Abs(p2.y - p1.y) < 0.0000001)        {m2 = -(p3.x - p2.x) / (p3.y - p2.y);            mx2 = (p2.x + p3.x) * 0.5f;            my2 = (p2.y + p3.y) * 0.5f;            xc = (p2.x + p1.x) * 0.5f;            yc = m2 * (xc - mx2) + my2;        }        else if (Mathf.Abs(p3.y - p2.y) < 0.0000001)        {            m1 = -(p2.x - p1.x) / (p2.y - p1.y);            mx1 = (p1.x + p2.x) * 0.5f;            my1 = (p1.y + p2.y) * 0.5f;            xc = (p3.x + p2.x) * 0.5f;            yc = m1 * (xc - mx1) + my1;        }        else        {            m1 = -(p2.x - p1.x) / (p2.y - p1.y);            m2 = -(p3.x - p2.x) / (p3.y - p2.y);            mx1 = (p1.x + p2.x) * 0.5f;            mx2 = (p2.x + p3.x) * 0.5f;            my1 = (p1.y + p2.y) * 0.5f;            my2 = (p2.y + p3.y) * 0.5f;            xc = (m1 * mx1 - m2 * mx2 + my2 - my1) / (m1 - m2);            yc = m1 * (xc - mx1) + my1;        }float dx = p2.x - xc;        float dy = p2.y - yc;        float rsqr = dx * dx + dy * dy;        dx = p.x - xc;        dy = p.y - yc;        double drsqr = dx * dx + dy * dy;        return (drsqr <= rsqr);    }static bool TriangleInPolygonOuter(Vector2[] pList,Vector2 p1,Vector2 p2,Vector2 p3){Vector2[] centerPoint = new Vector2[3];centerPoint[0] = new Vector2((p1.x+p2.x)/2,(p1.y+p2.y)/2);centerPoint[1] = new Vector2((p1.x+p3.x)/2,(p1.y+p3.y)/2);centerPoint[2] = new Vector2((p3.x+p2.x)/2,(p3.y+p2.y)/2);for(int j = 0,crossNum = 0;j<centerPoint.Length;j++){        for (int i = 0; i < pList.Length; i++)        {if (IsPointInLine(centerPoint[j].x, centerPoint[j].y, pList[i].x, pList[i].y, pList[(i+1)%pList.Length].x, pList[(i+1)%pList.Length].y)==0)            {                crossNum=crossNum+1;continue;            }else if(IsPointInLine(centerPoint[j].x, centerPoint[j].y, pList[i].x, pList[i].y, pList[(i+1)%pList.Length].x, pList[(i+1)%pList.Length].y)==2){crossNum = 1;break;}        }if ((crossNum % 2) == 0){return true;        }crossNum = 0;}        return false;}//0   在外  1  在内   2  边上static int IsPointInLine(float x,float y,float x1,float y1,float x2,float y2)    {float maxY =y1;        float minY = y2;if(y1>y2){    maxY = y1;minY = y2;}else{maxY = y2;minY = y1;}float averageX = (x1+x2)/2;float averageY = (y1+y2)/2;if(y==averageY&&x==averageX){return 2;}        if (y < maxY && y >minY)        {            if (x >(x1 + (x2 - x1) * (y - y1) / (y2 - y1)))            {                return 0;            }        }        return 1;    }} struct Triangle{public int p1;    public int p2;    public int p3;    public Triangle(int point1, int point2, int point3)    {p1 = point1; p2 = point2; p3 = point3;    }}class Edge{public int p1;public int p2;public Edge(int point1, int point2)    {p1 = point1; p2 = point2;    }public Edge() : this(0, 0)    {}public bool Equals(Edge other)    {return ((this.p1 == other.p2) && (this.p2 == other.p1)) ||((this.p1 == other.p1) && (this.p2 == other.p2));    }}

这个类上一张已经说过了,就是画不规则图形的类,不过我这篇文章是把圆和不规则拼接出带有圆弧状的图形,看图大家就会明白了

using UnityEngine;using System.Collections;public class ChartletManager : System.Object {Bezier myBezier;public ChartletManager(){}public GameObject WallChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,float height,Texture2D tex,float excursion,float zoom){myBezier = new Bezier( startPoint,  new Vector3( excursion, zoom, 0f ),  new Vector3( excursion, zoom, 0f ), endPoint);MeshFiltermyFilter = (MeshFilter)obj.GetComponent (typeof(MeshFilter));Mesh myMesh = myFilter.mesh;Vector3[] myVertices = new Vector3[52];for(int i = 0;i<52;i++){if(i<26){myVertices[i] = myBezier.GetPointAtTime( (float)((i) *0.04) );myVertices[i] = new Vector3(myVertices[i].x,myVertices[i].y,myVertices[i].z-height);}else{myVertices[i] = myBezier.GetPointAtTime( (float)((i-26) *0.04) );myVertices[i] = new Vector3(myVertices[i].x,myVertices[i].y,myVertices[i].z);}}myMesh.vertices = myVertices;int[] myTriangles = new int[52 * 3];for(int i = 0; i < 52; i++){if(i<25){myTriangles[i*3] = 26+i;myTriangles[i*3+1] = i;myTriangles[i*3+2] = i+1;}else if(i == 25||i==51){myTriangles[i*3] = 0;myTriangles[i*3+1] = 0;myTriangles[i*3+2] = 0;}else{myTriangles[i*3+2] = i;myTriangles[i*3+1] = i+1;myTriangles[i*3] = i-25;}}Vector2[] myuvs = new Vector2[52];for (int i = 0; i < 52; i++) {myuvs [i] = new Vector2 ( (myVertices [i].x),  (myVertices [i].y));}myMesh.triangles = myTriangles;myMesh.uv = myuvs;myMesh.RecalculateBounds ();myMesh.RecalculateNormals ();obj.renderer.material.mainTexture = tex;return obj;}public GameObject CircleChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,Texture2D tex,float excursion,float zoom){myBezier = new Bezier( startPoint,  new Vector3( excursion, zoom, 0f ),  new Vector3( excursion, zoom, 0f ), endPoint);MeshFiltermyFilter = (MeshFilter)obj.GetComponent (typeof(MeshFilter));Mesh myMesh = myFilter.mesh;Vector3[] myVertices = new Vector3[27];myVertices[0] = new Vector3(0,0,0);for(int i =0; i <= 25; i++){myVertices[i+1]  = myBezier.GetPointAtTime( (float)(i *0.04) );}myMesh.vertices = myVertices;Vector2[] myuvs = new Vector2[27];for (int i = 0; i < 27; i++) {myuvs [i] = new Vector2 ( (myVertices [i].x),  (myVertices [i].y));}myMesh.triangles = TriangleSubdivision.TriangulatePolygon(myuvs);myMesh.uv = myuvs;myMesh.RecalculateBounds ();myMesh.RecalculateNormals ();obj.renderer.material.mainTexture = tex;return obj;}public GameObject CircleAndTriangleChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,Vector3[] points,Texture2D tex,float excursion,float zoom){myBezier = new Bezier( startPoint,  new Vector3( excursion, zoom, 0f ),  new Vector3( excursion, zoom, 0f ), endPoint);MeshFiltermyFilter = (MeshFilter)obj.GetComponent (typeof(MeshFilter));Mesh myMesh = myFilter.mesh;Vector3[] myVertices = new Vector3[27+points.Length];myVertices[0] = new Vector3((startPoint.x+endPoint.x)/2,(startPoint.y+endPoint.y)/2,(startPoint.z+endPoint.z)/2);for(int i =0; i <= 25; i++){myVertices[i+1]  = myBezier.GetPointAtTime( (float)(i *0.04) );}for(int i = 27;i<27+points.Length;i++){myVertices[i] = points[i-27];}myMesh.vertices = myVertices;Vector2[] myuvs = new Vector2[27+points.Length];for (int i = 0; i < myuvs.Length; i++) {myuvs [i] = new Vector2 ( (myVertices [i].x),  (myVertices [i].y));}myMesh.triangles = TriangleSubdivision.TriangulatePolygon(myuvs);myMesh.uv = myuvs;myMesh.RecalculateBounds ();myMesh.RecalculateNormals ();obj.renderer.material.mainTexture = tex;return obj;}}
为了方便大家测试,我把我的测试放在了一个类里,大家直接调这个方法即可,我是测试用的,大家可以修改成自己的脚本

using UnityEngine;public class MyBezier : MonoBehaviour{public Bezier myBezier;public GameObject circleline;public Texture2D tex;void Start(){GameObject floorTexture = (GameObject)Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));GameObject wallTexture =(GameObject) Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));ChartletManager chartlet = new ChartletManager();Vector3[] ceilVertices = new Vector3[4];ceilVertices[0] = new Vector3(-4,0,0);ceilVertices[1] = new Vector3(-4,-5,0);ceilVertices[2] = new Vector3(4,-5,0);ceilVertices[3] = new Vector3(4,0,0);//ceilVertices[1] = new Vector3(-5,1,0);//ceilVertices[2] = new Vector3(-5,-4,0);//ceilVertices[3] = new Vector3(-2,-4.5f,0);//ceilVertices[4] = new Vector3(-2.5f,-2,0);//ceilVertices[5] = new Vector3(2,-2.5f,0);//ceilVertices[6] = new Vector3(2.5f,-4,0);//ceilVertices[7] = new Vector3(5,-4,0);//ceilVertices[8] = new Vector3(5,0,0);//ceilVertices[9] = new Vector3(4,0,0);wallTexture= chartlet.WallChartletInMesh(wallTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),3.0f,tex,0,6);floorTexture= chartlet.CircleAndTriangleChartletInMesh(floorTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),ceilVertices,tex,0,6);}}


测试用例,大家可以做自己想要的东西了,CircleAndTriangleChartletInMesh(GameObject obj,Vector3 startPoint,Vector3 endPoint,Vector3[] points
,Texture2D tex,float excursion,float zoom)
我解释一下这个类的传递参数吧
obj,就是传进来的obj对象,大家可以使用out,那个直接能用了
startPoint圆弧起始点
endPoint终点圆弧点
points 是传入的不规则图形的各个点
tex 是那张贴图
excursion这个是圆弧的 倾斜度
zoom是圆弧的大小就是圆弧顶点到起始点于终止点中间的那个点的距离   正规半圆这个值应该是圆半径的1.5倍


using UnityEngine;public class MyBezier : MonoBehaviour{public Bezier myBezier;public GameObject circleline;public Texture2D tex;void Start(){GameObject floorTexture = (GameObject)Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));GameObject wallTexture =(GameObject) Instantiate(circleline,new Vector3(0,0,10),Quaternion.Euler(new Vector3(0,0,0)));ChartletManager chartlet = new ChartletManager();Vector3[] ceilVertices = new Vector3[10];ceilVertices[0] = new Vector3(-4,0,0);//ceilVertices[1] = new Vector3(-4,-5,0);//ceilVertices[2] = new Vector3(4,-5,0);//ceilVertices[3] = new Vector3(4,0,0);ceilVertices[1] = new Vector3(-5,1,0);ceilVertices[2] = new Vector3(-5,-4,0);ceilVertices[3] = new Vector3(-2,-4.5f,0);ceilVertices[4] = new Vector3(-2.5f,-2,0);ceilVertices[5] = new Vector3(2,-2.5f,0);ceilVertices[6] = new Vector3(2.5f,-4,0);ceilVertices[7] = new Vector3(5,-4,0);ceilVertices[8] = new Vector3(5,0,0);ceilVertices[9] = new Vector3(4,0,0);wallTexture= chartlet.WallChartletInMesh(wallTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),3.0f,tex,3,8);floorTexture= chartlet.CircleAndTriangleChartletInMesh(floorTexture,new Vector3( -4f, 0f, 0f ),new Vector3( 4f, 0f, 0f ),ceilVertices,tex,3,8);}}


如果我数值改改就会出现这种,zoom就是倾斜程度,当然也可以是负数,是往里凹进去的,excursion是负数就向另一个方向倾斜。
凹进去的就是这种情况,具体情况大家可以测试,值的范围有限制的,超出了,会出现空的情况,当然我写的也有很多不足之处,大家可以修改修改

不知为何 csdn编辑问题,我的图片文字与代码都混合了 所以乱了 我把我的工程打包上去 大家可以下载看看具体实现效果
下载地址
http://download.csdn.net/detail/pzw0416/6727303



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