Unity插件

来源:互联网 发布:淘宝cvr 编辑:程序博客网 时间:2024/05/02 01:28

先上一张效果图:


(依旧是翰老弟,卡拉翰:我有话说%!#&¥&*%#¥%@%&¥#%¥#@*&%¥)






OK,效果虽然没什么卵用,但我们还是进入今天的正题吧,插一个正弦函数的话题进来:


首先,正弦函数曲线,如下:




在如上坐标系中,这条正弦曲线代表的就是函数:y = a * sin(x) 中所有的点(x, y)所组成的曲线。


那么所表达的意思就是:随着x的值线性变化,y的值会在两个固定值之间来回变化,而这个固定值的大小由a来决定。


假定我们的模型左右方向是X轴,上下方向是Y轴,前后方向是Z轴,想让模型实现第一张图中的效果,就是把Z轴当做正弦函数中的y(在固定值间变化),把Y轴当做正弦函数中的x(值线性变化)。


我们将正弦函数:y = a * sin(x) 中的x和y替换:


vertice.z = WaveRange * Mathf.Sin(vertice.y + _weight);


提供一个_weight参数,使其在0到2π间变化,这样的话就能保持我们正弦函数中的x在2π区间中变化,众所周知正弦曲线上每一个2π长度的距离内y值构成一个来回,所以这样我们的运动才会连贯。


也就是说,随着vertice.y的变化(不同顶点的y坐标自然有的不同),产生一种扭曲变化的值并赋值给vertice.z,便达到了我们想要的效果。


这里的WaveRange为正弦函数中的系数a,它的值将决定y值的变化区间,也就是我们的模型正弦运动的幅度。


总之思路就这么简单,贴一下代码:

准备工作:

/// <summary>    /// 准备    /// </summary>    void WaveReady()    {        _2PI = Mathf.PI * 2;        _weight = 0;        _isCanWave = true;        if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Y && WaveMold == WaveType.entity)        {            Waveing = MarginWaveEntityXY;        }        else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Y && WaveMold == WaveType.Squash)        {            Waveing = MarginWaveSquashXY;        }        else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Z && WaveMold == WaveType.entity)        {            Waveing = MarginWaveEntityXZ;        }        else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Z && WaveMold == WaveType.Squash)        {            Waveing = MarginWaveSquashXZ;        }        else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.X && WaveMold == WaveType.entity)        {            Waveing = MarginWaveEntityYX;        }        else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.X && WaveMold == WaveType.Squash)        {            Waveing = MarginWaveSquashYX;        }        else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.Z && WaveMold == WaveType.entity)        {            Waveing = MarginWaveEntityYZ;        }        else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.Z && WaveMold == WaveType.Squash)        {            Waveing = MarginWaveSquashYZ;        }        else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.X && WaveMold == WaveType.entity)        {            Waveing = MarginWaveEntityZX;        }        else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.X && WaveMold == WaveType.Squash)        {            Waveing = MarginWaveSquashZX;        }        else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.Y && WaveMold == WaveType.entity)        {            Waveing = MarginWaveEntityZY;        }        else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.Y && WaveMold == WaveType.Squash)        {            Waveing = MarginWaveSquashZY;        }        if (Waveing == null)        {            _isCanWave = false;        }    }

Y轴方向扭曲,其他轴类似:

/// <summary>    /// X轴为固定轴,以Y轴方向扭曲(正常)    /// </summary>    void MarginWaveEntityXY()    {        Vector3[] vertices = _vertices.Clone() as Vector3[];        for (int i = 0; i < vertices.Length; i++)        {            vertices[i].y += WaveRange * Mathf.Sin(vertices[i].x + _weight);        }        _mesh.vertices = vertices;    }    /// <summary>    /// X轴为固定轴,以Y轴方向扭曲(扁平)    /// </summary>    void MarginWaveSquashXY()    {        Vector3[] vertices = _vertices.Clone() as Vector3[];        for (int i = 0; i < vertices.Length; i++)        {            vertices[i].y = WaveRange * Mathf.Sin(vertices[i].x + _weight);        }        _mesh.vertices = vertices;    }

持续变化:

/// <summary>    /// 分量变化    /// </summary>    void Weighting()    {        if (_weight < _2PI)        {            _weight += Time.deltaTime * WaveSpeed;        }        else        {            _weight = 0;        }    }    void Update ()    {        if (_isCanWave && _isWaveing)        {            Weighting();            Waveing();        }    }


那么,属性面板大概就是这样:




FixedAxis:固定轴,正弦函数中的x分量

WaveAxis:扭动轴,正弦函数中的y分量

WaveMold:模式,Entity(正常),squash(模型压成面片)

WaveSpeed:扭动的速度

WaveRange:扭动的幅度(为0则停止扭动)

IsWaveing:开启与关闭


再贴几张效果图:


(正常模式)



(压扁模式)




-----by MeshEditor

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