UNITY3D给立方体六个面贴不同的纹理图
using UnityEngine; using System.Collections; [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class Test3D : MonoBehaviour { public enum Direction { ClockWise, Anti_ClockWise } public Material mat; public Direction direction; // Use this for initialization void Start() { switch (direction) { case Direction.ClockWise: DrawCubeWithUV_CloclWise(); break; case Direction.Anti_ClockWise: DrawCubeWithUV_Anti_CloclWise(); break; } } void DrawCubeWithUV_CloclWise() { gameObject.GetComponent().material = mat; Mesh mesh = GetComponent().mesh; mesh.Clear(); //设置顶点 mesh.vertices = new Vector3[] { //front new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 0), //top new Vector3(0, 0, 1), new Vector3(0, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 0, 1), //back new Vector3(0, 1, 1), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 1), //bottom new Vector3(0, 1, 0), new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), //left new Vector3(0, 1, 0), new Vector3(0, 1, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 0), //right new Vector3(1, 0, 0), new Vector3(1, 0, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 0), }; //顺时针看不到正面的,贴图在里面 mesh.triangles = new int[] { 0,1,2, 0,2,3, 4,5,6, 4,6,7, 8,9,10, 8,10,11, 12,13,14, 12,14,15, 16,17,18, 16,18,19, 20,21,22, 20,22,23 }; Vector2[] uvs = new Vector2[mesh.vertices.Length]; for (int i = 0; i < uvs.Length; i += 4) { //正常贴图 uvs[i] = new Vector2(0, 0); uvs[i + 1] = new Vector2(0, 1); uvs[i + 2] = new Vector2(1, 1); uvs[i + 3] = new Vector2(1, 0); //转换贴图 //uvs[i] = new Vector2(1, 0); //uvs[i + 1] = new Vector2(1, 1); //uvs[i + 2] = new Vector2(0, 1); //uvs[i + 3] = new Vector2(0, 0); } mesh.uv = uvs; //Vector3[] normals = new Vector3[mesh.vertices.Length]; //for (int i = 0; i < normals.Length; i++) //{ // if (i < 4) // normals[i] = Vector3.forward; // if (i >= 4 && i < 8) // normals[i] = Vector3.up; // if (i >= 8 && i < 12) // normals[i] = Vector3.back; // if (i >= 12 && i < 16) // normals[i] = Vector3.down; // if (i >= 16 && i < 20) // normals[i] = Vector3.left; // if (i >= 20 && i < 24) // normals[i] = Vector3.right; //} //mesh.normals = normals; } void DrawCubeWithUV_Anti_CloclWise() { gameObject.GetComponent().material = mat; Mesh mesh = GetComponent().mesh; mesh.Clear(); //设置顶点 mesh.vertices = new Vector3[] { //front new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 1), new Vector3(1, 0, 0), //top new Vector3(0, 0, 1), new Vector3(0, 1, 1), new Vector3(1, 1, 1), new Vector3(1, 0, 1), //back new Vector3(0, 1, 1), new Vector3(0, 1, 0), new Vector3(1, 1, 0), new Vector3(1, 1, 1), //bottom new Vector3(0, 1, 0), new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), //left new Vector3(0, 1, 0), new Vector3(0, 1, 1), new Vector3(0, 0, 1), new Vector3(0, 0, 0), //right new Vector3(1, 0, 0), new Vector3(1, 0, 1), new Vector3(1, 1, 1), new Vector3(1, 1, 0), }; //逆时针看到的很好,但是贴图反了 mesh.triangles = new int[] { 0,2,1, 0,3,2, 4,6,5, 4,7,6, 8,10,9, 8,11,10, 12,14,13, 12,15,14, 16,18,17, 16,19,18, 20,22,21, 20,23,22 }; #if false //六个面贴同一张图片 Vector2[] uvs = new Vector2[mesh.vertices.Length]; for (int i = 0; i < uvs.Length; i += 4) { //uvs[i] = new Vector2(0, 0); //uvs[i + 1] = new Vector2(0, 1); //uvs[i + 2] = new Vector2(1, 1); //uvs[i + 3] = new Vector2(1, 0); uvs[i] = new Vector2(1, 0); uvs[i + 1] = new Vector2(1, 1); uvs[i + 2] = new Vector2(0, 1); uvs[i + 3] = new Vector2(0, 0); } mesh.uv = uvs; #else //六个面贴不同的图片 Vector2[] uvs = sixTexForCube(mesh.vertices); mesh.uv = uvs; #endif //法线 //Vector3[] normals = new Vector3[mesh.vertices.Length]; //for (int i = 0; i < normals.Length; i++) //{ // if (i < 4) // normals[i] = Vector3.forward; // if (i >= 4 && i < 8) // normals[i] = Vector3.up; // if (i >= 8 && i < 12) // normals[i] = Vector3.back; // if (i >= 12 && i < 16) // normals[i] = Vector3.down; // if (i >= 16 && i < 20) // normals[i] = Vector3.left; // if (i >= 20 && i < 24) // normals[i] = Vector3.right; //} //mesh.normals = normals; } Vector2[] sixTexForCube(Vector3[] verticles) { Vector2[] uv = new Vector2[verticles.Length]; float t = 1 / 3f; //front uv[0] = new Vector2(t, 0); uv[1] = new Vector2(t, t); uv[2] = new Vector2(0, t); uv[3] = new Vector2(0, 0); //top uv[4] = new Vector2(2 * t, 0); uv[5] = new Vector2(2 * t, t); uv[6] = new Vector2(t, t); uv[7] = new Vector2(t, 0); //back uv[8] = new Vector2(1, 0); uv[9] = new Vector2(1, t); uv[10] = new Vector2(2 * t, t); uv[11] = new Vector2(2 * t, 0); //Bottom uv[12] = new Vector2(t, t); uv[13] = new Vector2(t, 2 * t); uv[14] = new Vector2(0, 2 * t); uv[15] = new Vector2(0, t); //left uv[16] = new Vector2(2 * t, t); uv[17] = new Vector2(2 * t, 2 * t); uv[18] = new Vector2(t, 2 * t); uv[19] = new Vector2(t, t); //right uv[20] = new Vector2(1, t); uv[21] = new Vector2(1, 2 * t); uv[22] = new Vector2(2 * t, 2 * t); uv[23] = new Vector2(2 * t, t); return uv; } }
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