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根据2D坐标点,生成平面网格

根据2D坐标点,生成平面网格

作者: 斯卡 | 来源:发表于2017-03-28 17:35 被阅读209次

    该文件只限于画2D的图形,在模仿Paper.io这个游戏时,遇到的问题,记录下,以供下次参考.
    关于Unity中的网格过滤器,和网格渲染器,可以参考Unity的手册文档(请看文章最后).
    这里简单说下我在模仿paper这个游戏的思路.
    玩家在移动的过程中,会不断的更新位置,所以需要记录下玩家的点.并画在屏幕上,可以用Mesh Renderer,和Mesh Filter组件来渲染,然后初始化一个mesh对象,将其设置给Mesh Filter的相关属性.这个mesh就是负责画图的内容,他需要图形的顶点坐标,和三角形的顺序,而如果顶点数据复杂,计算三角形的顺序,就会变得繁琐,这个Triangulator刚好将这个过程封装了.只要给他传入一个顶点坐标数组,就能直接生成mesh需要的三角形数组出来,然后将顶点坐标,和三角形数组设置给mesh,即可显示我们需要的图形出来.
    这里有个简单示例

    void Start () {
            List<Vector2> vectors = new List<Vector2> ();
    
            vectors.Add (new Vector2 (0, 0));
            vectors.Add (new Vector2 (10, 0));
            vectors.Add (new Vector2 (10, 20));
            vectors.Add (new Vector2 (20, 20));
            vectors.Add (new Vector2 (20, 30));
            vectors.Add (new Vector2 (10, 30));
            vectors.Add (new Vector2 (0, 20));
    
            // Use the triangulator to get indices for creating triangles
            Triangulator tr = new Triangulator(vectors.ToArray());
            int[] indices = tr.Triangulate();
    
            // Create the Vector3 vertices
            Vector3[] vertices = new Vector3[vectors.Count];
            for (int i=0; i<vertices.Length; i++) {
                vertices[i] = new Vector3(vectors[i].x, vectors[i].y, 0);
            }
    
            // Create the mesh
            Mesh msh = new Mesh();
            msh.vertices = vertices;
            msh.triangles = indices;
            msh.RecalculateNormals();
            msh.RecalculateBounds();
    
            // Set up game object with mesh;
            gameObject.AddComponent(typeof(MeshRenderer));
    
            MeshFilter filter = gameObject.GetComponent<MeshFilter> ();
            if (filter == null) {
                filter = gameObject.AddComponent<MeshFilter>();
            }
            filter.mesh = msh;
    
        }
    

    生成的内容就是这个样子


    以下为Triangulator的完整代码

    using UnityEngine;
    using System.Collections.Generic;
    
    public class Triangulator
    {
        private List<Vector2> m_points = new List<Vector2>();
    
        public Triangulator (Vector2[] points) {
            m_points = new List<Vector2>(points);
        }
    
        public int[] Triangulate() {
            List<int> indices = new List<int>();
    
            int n = m_points.Count;
            if (n < 3)
                return indices.ToArray();
    
            int[] V = new int[n];
            if (Area() > 0) {
                for (int v = 0; v < n; v++)
                    V[v] = v;
            }
            else {
                for (int v = 0; v < n; v++)
                    V[v] = (n - 1) - v;
            }
    
            int nv = n;
            int count = 2 * nv;
            for (int m = 0, v = nv - 1; nv > 2; ) {
                if ((count--) <= 0)
                    return indices.ToArray();
    
                int u = v;
                if (nv <= u)
                    u = 0;
                v = u + 1;
                if (nv <= v)
                    v = 0;
                int w = v + 1;
                if (nv <= w)
                    w = 0;
    
                if (Snip(u, v, w, nv, V)) {
                    int a, b, c, s, t;
                    a = V[u];
                    b = V[v];
                    c = V[w];
                    indices.Add(a);
                    indices.Add(b);
                    indices.Add(c);
                    m++;
                    for (s = v, t = v + 1; t < nv; s++, t++)
                        V[s] = V[t];
                    nv--;
                    count = 2 * nv;
                }
            }
    
            indices.Reverse();
            return indices.ToArray();
        }
    
        private float Area () {
            int n = m_points.Count;
            float A = 0.0f;
            for (int p = n - 1, q = 0; q < n; p = q++) {
                Vector2 pval = m_points[p];
                Vector2 qval = m_points[q];
                A += pval.x * qval.y - qval.x * pval.y;
            }
            return (A * 0.5f);
        }
    
        private bool Snip (int u, int v, int w, int n, int[] V) {
            int p;
            Vector2 A = m_points[V[u]];
            Vector2 B = m_points[V[v]];
            Vector2 C = m_points[V[w]];
            if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
                return false;
            for (p = 0; p < n; p++) {
                if ((p == u) || (p == v) || (p == w))
                    continue;
                Vector2 P = m_points[V[p]];
                if (InsideTriangle(A, B, C, P))
                    return false;
            }
            return true;
        }
    
        private bool InsideTriangle (Vector2 A, Vector2 B, Vector2 C, Vector2 P) {
            float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
            float cCROSSap, bCROSScp, aCROSSbp;
    
            ax = C.x - B.x; ay = C.y - B.y;
            bx = A.x - C.x; by = A.y - C.y;
            cx = B.x - A.x; cy = B.y - A.y;
            apx = P.x - A.x; apy = P.y - A.y;
            bpx = P.x - B.x; bpy = P.y - B.y;
            cpx = P.x - C.x; cpy = P.y - C.y;
    
            aCROSSbp = ax * bpy - ay * bpx;
            cCROSSap = cx * apy - cy * apx;
            bCROSScp = bx * cpy - by * cpx;
    
            return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
        }
    }
    

    参考资料:
    http://wiki.unity3d.com/index.php?title=Triangulator
    https://docs.unity3d.com/ScriptReference/Mesh.html

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