之前在
Unity Mesh(三) Mesh畫球
中已經說明了如何畫球,現在我們在這個球的基礎上貼圖。這裏我們有個極座標和直角座標的轉換,具體我也不是很明白,反正就是拿來用吧,據某位大神講解,極座標(球座標)由球半徑,水平角和垂直角決定,我們完全可以理解爲三維座標轉換成uv座標的方程,也就是三維座標映射到uv座標上,f(u,v)=[x,y,z]這樣的一個映射關係,映射關係取決於函數具體怎麼定義的或者這個球是怎麼畫的,不同的模型有不同的方法,典型的克萊因瓶一個uv完整的模型,它有自己的函數。
好了,樓主還是參考的Jasper Flick的方法,這個大神一直很崇拜。
f(u,v)=[x,y,z]
u=asin(y) / π + ½.
v=atan2(x, z) / -2π
unity自帶的球貼圖會在兩個極點出現扭曲Twisting的現象:
包括我們之前建立的球也沒有考慮到這一個點,原因是計算極點的座標時,極點只有一個座標,但是極點每個四分之一圓實際上是我們極點四個三角形公用了一個uv座標,這樣就會造成扭曲現象,解決方法是我們把極點的點拆分成四個相同的點,一個面一個。
這樣的話,我們之前畫球的點稍稍有改動,上下兩個極點分別加三個點。
這樣這個問題就解決了!
下面我們直接上圖:
這個最後的完整代碼如下:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class DrawOctahedronSphere : MonoBehaviour
{
public Material mat;
public int subdivisions;
public int radius;
private static Vector3[] directions = {
Vector3.left,
Vector3.back,
Vector3.right,
Vector3.forward
};
void Start()
{
DrawSphere(subdivisions, radius);
}
public void DrawSphere(int subdivisions = 0, float radius = 1)
{
if (subdivisions > 4)
{
subdivisions = 4;
}
gameObject.GetComponent<MeshRenderer>().material = mat;
Mesh mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
int resolution = 1 << subdivisions;
Vector3[] vertices = new Vector3[(resolution + 1) * (resolution + 1) * 4 - 3 * (resolution * 2 - 1)];
int[] triangles = new int[(1 << (subdivisions * 2 + 3)) * 3];
CreateOctahedron(vertices, triangles, resolution);
if (radius != 1f)
{
for (int i = 0; i < vertices.Length; i++)
{
vertices[i] *= radius;
}
}
Vector3[] normals = new Vector3[vertices.Length];
Normalize(vertices, normals);
Vector2[] uv = new Vector2[vertices.Length];
CreateUV(vertices, uv);
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uv;
}
private static void CreateOctahedron(Vector3[] vertices, int[] triangles, int resolution)
{
int v = 0, vBottom = 0, t = 0;
for (int i = 0; i < 4; i++)
{
vertices[v++] = Vector3.down;
}
for (int i = 1; i <= resolution; i++)
{
float progress = (float)i / resolution;
Vector3 from, to;
vertices[v++] = to = Vector3.Lerp(Vector3.down, Vector3.forward, progress);
for (int d = 0; d < 4; d++)
{
from = to;
to = Vector3.Lerp(Vector3.down, directions[d], progress);
t = CreateLowerStrip(i, v, vBottom, t, triangles);
v = CreateVertexLine(from, to, i, v, vertices);
vBottom += i > 1 ? (i - 1) : 1;
}
vBottom = v - 1 - i * 4;
}
for (int i = resolution - 1; i >= 1; i--)
{
float progress = (float)i / resolution;
Vector3 from, to;
vertices[v++] = to = Vector3.Lerp(Vector3.up, Vector3.forward, progress);
for (int d = 0; d < 4; d++)
{
from = to;
to = Vector3.Lerp(Vector3.up, directions[d], progress);
t = CreateUpperStrip(i, v, vBottom, t, triangles);
v = CreateVertexLine(from, to, i, v, vertices);
vBottom += i + 1;
}
vBottom = v - 1 - i * 4;
}
for (int i = 0; i < 4; i++)
{
triangles[t++] = vBottom;
triangles[t++] = v;
triangles[t++] = ++vBottom;
vertices[v++] = Vector3.up;
}
}
private static int CreateVertexLine(Vector3 from, Vector3 to, int steps, int v, Vector3[] vertices)
{
for (int i = 1; i <= steps; i++)
{
vertices[v++] = Vector3.Lerp(from, to, (float)i / steps);
}
return v;
}
private static int CreateLowerStrip(int steps, int vTop, int vBottom, int t, int[] triangles)
{
for (int i = 1; i < steps; i++)
{
triangles[t++] = vBottom;
triangles[t++] = vTop - 1;
triangles[t++] = vTop;
triangles[t++] = vBottom++;
triangles[t++] = vTop++;
triangles[t++] = vBottom;
}
triangles[t++] = vBottom;
triangles[t++] = vTop - 1;
triangles[t++] = vTop;
return t;
}
private static int CreateUpperStrip(int steps, int vTop, int vBottom, int t, int[] triangles)
{
triangles[t++] = vBottom;
triangles[t++] = vTop - 1;
triangles[t++] = ++vBottom;
for (int i = 1; i <= steps; i++)
{
triangles[t++] = vTop - 1;
triangles[t++] = vTop;
triangles[t++] = vBottom;
triangles[t++] = vBottom;
triangles[t++] = vTop++;
triangles[t++] = ++vBottom;
}
return t;
}
private static void Normalize(Vector3[] vertices, Vector3[] normals)
{
for (int i = 0; i < vertices.Length; i++)
{
normals[i] = vertices[i] = vertices[i].normalized;
}
}
private static void CreateUV(Vector3[] vertices, Vector2[] uv)
{
float previousX = 1f;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 v = vertices[i];
if (v.x == previousX)
{
uv[i - 1].x = 1f;
}
previousX = v.x;
Vector2 textureCoordinates;
textureCoordinates.x = Mathf.Atan2(v.x, v.z) / (-2f * Mathf.PI);
if (textureCoordinates.x < 0f)
{
textureCoordinates.x += 1f;
}
textureCoordinates.y = Mathf.Asin(v.y) / Mathf.PI + 0.5f;
uv[i] = textureCoordinates;
}
uv[vertices.Length - 4].x = uv[0].x = 0.125f;
uv[vertices.Length - 3].x = uv[1].x = 0.375f;
uv[vertices.Length - 2].x = uv[2].x = 0.625f;
uv[vertices.Length - 1].x = uv[3].x = 0.875f;
}
}