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关于unity:一Unity-生成几种常用模型mesh基类

Unity 中 mesh 次要通过 Vertexs(顶点)、Normals(法线)、Triangles(三角面)、UVs(uv 坐标)这四个局部数据生成。
一、Mesh 的轴心地位的类型
通过这个类型判断生成坐标的偏移量

 public enum MeshPivot
    {
        /// <summary>
        /// 核心
        /// </summary>
        CENTER,
        /// <summary>
        /// 上
        /// </summary>
        TOP,
        /// <summary>
        /// 下
        /// </summary>
        BOTTOM,
        /// <summary>
        /// 左
        /// </summary>
        LEFT,
        /// <summary>
        /// 右
        /// </summary>
        RIGHT,
        /// <summary>
        /// 前
        /// </summary>
        FRONT,
        /// <summary>
        /// 后
        /// </summary>
        BACK,
    }

二、形态父类
设置成抽象类,须要必须要继承这个类并实现相干形象办法

 public abstract class Shape
    {
        #region protected members
        protected MeshPivot _meshPivot = MeshPivot.CENTER;// 轴心的地位
        protected string _meshName;

        protected Vector3 _verticeOffset;// 顶点的偏移量
        protected Vector3[] _vertices;// 顶点数据
        protected Vector3[] _normals;// 法线数据
        protected int[] _triangles;// 三角面顶点的索引数据
        protected Vector2[] _uvs;//uv 坐标数据

        protected Mesh _shapeMesh;// 保留生成的 mesh
        #endregion

        #region public properties
        /// <summary>
        /// 轴心的地位
        /// </summary>
        public MeshPivot MeshPivot
        {get { return _meshPivot;}
        }

        /// <summary>
        /// 顶点数据
        /// </summary>
        public Vector3[] Vertices
        {
            get
            {if (_vertices == null) _vertices = GetVertices();
                return _vertices;
            }
        }

        /// <summary>
        /// 法线数据
        /// </summary>
        public Vector3[] Normals
        {
            get
            {if (_normals == null) _normals = GetNormals();
                return _normals;
            }
        }

        /// <summary>
        /// 三角面顶点的索引数据
        /// </summary>
        public int[] Triangles
        {
            get
            {if (_triangles == null) _triangles = GetTriangles();
                return _triangles;
            }
        }

        /// <summary>
        /// uv 坐标数据
        /// </summary>
        public Vector2[] UVs
        {
            get
            {if (_uvs == null) _uvs = GetUVs();
                return _uvs;
            }
        }

        /// <summary>
        /// 生成的 mesh 数据
        /// </summary>
        public Mesh ShapeMesh
        {
            get
            {if (_shapeMesh == null) _shapeMesh = GenerateMesh();
                return _shapeMesh;
            }
        }
        #endregion

        #region ctor
        public Shape(MeshPivot meshPivot, string meshName)
        {
            _meshPivot = meshPivot;
            _meshName = meshName;
        }
        #endregion

        #region protected functions
        /// <summary>
        /// 生成 mesh
        /// </summary>
        /// <returns></returns>
        protected Mesh GenerateMesh()
        {var mesh = new Mesh();
            mesh.name = _meshName;

            _vertices = GetVertices();
            _normals = GetNormals();
            _triangles = GetTriangles();
            _uvs = GetUVs();

            mesh.vertices = _vertices;
            mesh.normals = _normals;
            mesh.triangles = _triangles;
            mesh.uv = _uvs;
            mesh.RecalculateTangents();
            mesh.RecalculateBounds();
            mesh.Optimize();
            return mesh;
        }
        #endregion

        #region abstract
        /// <summary>
        /// 依据 mesh 中心点的地位,取得顶点地位的偏移量
        /// </summary>
        /// <returns></returns>
        protected abstract Vector3 GetVertexOffset();

        /// <summary>
        /// 取得顶点的数据汇合
        /// </summary>
        /// <returns></returns>
        protected abstract Vector3[] GetVertices();

        /// <summary>
        /// 取得法线方向的数据汇合
        /// </summary>
        /// <returns></returns>
        protected abstract Vector3[] GetNormals();

        /// <summary>
        /// 取得三角面顶点的索引
        /// </summary>
        /// <returns></returns>
        protected abstract int[] GetTriangles();

        /// <summary>
        /// 取得 UV 坐标的数据汇合
        /// </summary>
        /// <returns></returns>
        protected abstract Vector2[] GetUVs();

        #endregion

        #region protected static functions

        /// <summary>
        /// 取得圆心切割的边数(依照固定长度)
        /// </summary>
        /// <param name="radius"> 半径 </param>
        /// <param name="arcLen"> 弧度的长度 </param>
        /// <returns></returns>
        protected static int GetCircularSideCount(float radius, float arcLen = 0.1f)
        {
            const int minSideCount = 3;
            const int maxSideCount = 3000;

            int sideCount = Mathf.RoundToInt(Mathf.PI * 2 * radius / arcLen);
            sideCount = Mathf.Min(Mathf.Max(minSideCount, sideCount), maxSideCount);
            Debug.Log("sideCount:" + sideCount);
            return sideCount;
        }

        #endregion

    }
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