unity程式碼建立草和模擬風的效果
阿新 • • 發佈:2019-01-08
void Start() { Test4(); } //草 private Vector3[] grassArray = new Vector3[7]; private GameObject grassobj; void Test4() { GameObject obj = new GameObject(); obj.name = "grass"; grassobj = obj; MeshFilter meshFilter = obj.AddComponent<MeshFilter>(); //mesh的頂點,按照圖的我們順時針寫就行 Vector3[] newVertices = { new Vector3(0, 0, 0), new Vector3(0 ,1 ,0) , new Vector3(0, 2, 0), new Vector3(0, 3, 0), new Vector3(0.3f, 2 ,0 ), new Vector3(0.6f, 1 , 0), new Vector3(0.9f, 0 ,0) }; grassArray = newVertices; //uV座標,照抄上面的,去除z Vector2[] newUV = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(0, 2), new Vector2(0, 3), new Vector2(0.3f, 2), new Vector2(0.6f, 1), new Vector2(0.9f,0) }; int[] newTriangles = { 2,3,4,1,2,4,1,4,5,0,1,5,0,5,6,//順時針渲染正面 2,4,3,1,4,2,1,5,4,0,5,1,0,6,5//逆時針渲染背面 }; Mesh mesh = new Mesh(); meshFilter.mesh = mesh; //頂點 三角面 uv mesh.vertices = grassArray; mesh.uv = newUV; mesh.triangles = newTriangles; //渲染 MeshRenderer renderer = obj.AddComponent<MeshRenderer>(); Material mat = new Material (Shader.Find("Standard")); mat.color = Color.green; renderer.material = mat; } public float wind; Vector3[] baseVertices = { new Vector3(0, 0, 0), new Vector3(0 ,1 ,0) , new Vector3(0, 2, 0), new Vector3(0, 3, 0), new Vector3(0.3f, 2 ,0 ), new Vector3(0.6f, 1 , 0), new Vector3(0.9f, 0 ,0) }; // Update is called once per frame void Update() { //模擬草被風影響 //頂點高度越高的草越容易被影響 wind = Mathf.Sin(Time.time);//sin波 for (int i = 0; i < grassArray.Length; i++) { if (grassArray[i].y == 3) { //高度為3的草 grassArray[i].x = baseVertices[i].x + (wind * baseVertices[i].y * 0.2f); } else if (grassArray[i].y == 2) { //高度為2的草 grassArray[i].x = baseVertices[i].x + (wind * baseVertices[i].y * 0.15f); } else if (grassArray[i].y == 1) { //高度為1的草 grassArray[i].x = baseVertices[i].x + (wind * baseVertices[i].y * 0.1f); } } grassobj.GetComponent<MeshFilter>().mesh.vertices = grassArray; }
通過程式碼建立的草的mesh
y軸單位是1
0到6的距離是0.9
一棵草左右搖擺
寫法比較粗糙,後面再研究下更好的寫法