unity之uv贴图画圆弧,圆弧面,不规则图形
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 <= 1.0
- public 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 changed
- private 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);
- MeshFilter myFilter = (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);
- MeshFilter myFilter = (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);
- MeshFilter myFilter = (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
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