文章目录[x]
- 0.1:步骤与原理
- 0.2:代码

如图所示找到一个Mesh的边缘并且绘制出来。
步骤与原理
1、获取目标网格上的所有顶点、三角面信息。
2、提取出网格上所有三角面的三条边。
3、比较所边缘信息,清除重复使用的边缘。如果一条边被重复使用,那它肯定不是边缘。
4、将为重复的边缘排序连成线,对有多边缘的形状,返回多条线。
5、使用LineRender组件将线绘制出来。
代码
using System.Collections.Generic;
using UnityEngine;
public class MeshVertexLineRenderer : MonoBehaviour
{
public Material material;
private void Start()
{
AddLine();
}
public void AddLine()
{
AddLine(GetComponent<MeshFilter>().sharedMesh, transform);
}
public void DeleteLine()
{
DeleteLine(transform);
}
private void AddLine(Mesh mesh, Transform parent)
{
DeleteLine(parent);
Vector3[] meshVertices = mesh.vertices;
List<List<Vector3>> vertices = TrianglesAndVerticesEdge(mesh.vertices, mesh.triangles);
for (int i = 0; i < vertices.Count; i++)
AddSingleLine(i, vertices[i].ToArray(), parent);
}
private void AddSingleLine(int index, Vector3[] vertices, Transform parent)
{
LineRenderer lineRenderer = new GameObject("MeshVertexLine_" + index, new System.Type[] { typeof(LineRenderer) }).GetComponent<LineRenderer>();
lineRenderer.transform.parent = parent;
lineRenderer.transform.localPosition = Vector3.zero;
lineRenderer.transform.localRotation = Quaternion.identity;
lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lineRenderer.receiveShadows = false;
lineRenderer.allowOcclusionWhenDynamic = false;
lineRenderer.motionVectorGenerationMode = MotionVectorGenerationMode.ForceNoMotion;
lineRenderer.useWorldSpace = false;
lineRenderer.loop = true;
lineRenderer.widthMultiplier = 0.02f;
lineRenderer.sortingLayerName = "GamePlay";
lineRenderer.sortingOrder = 501;
lineRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
lineRenderer.reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off;
lineRenderer.alignment = LineAlignment.View;
lineRenderer.textureMode = LineTextureMode.Tile;
lineRenderer.material = material;
lineRenderer.positionCount = vertices.Length;
lineRenderer.SetPositions(vertices);
}
private void DeleteLine(Transform parent)
{
for (int i = 0; i < parent.childCount; i++)
{
if (parent.GetChild(i).name.Contains("MeshVertexLine"))
{
GameObject gameObject = parent.GetChild(i).gameObject;
if (gameObject != null)
{
i--;
#if UNITY_EDITOR
if (Application.isPlaying)
{
Object.Destroy(gameObject);
}
else
{
Object.DestroyImmediate(gameObject);
}
#else
Object.Destroy(gameObject);
#endif
}
}
}
}
/// <summary>
/// 网格系统边缘查找,支持多边缘
/// </summary>
/// <param name="vertices"></param>
/// <param name="triangles"></param>
/// <returns></returns>
private List<List<Vector3>> TrianglesAndVerticesEdge(Vector3[] vertices, int[] triangles)
{
List<Vector2Int> edgeLines = TrianglesEdgeAnalysis(triangles);
List<List<Vector3>> result = SpliteLines(edgeLines, vertices);
return result;
}
/// <summary>
/// 三角面组边缘提取
/// 适用于1.mesh顶点数量不太多的情况下。2.能共用顶点是同一个顶点(注意Unity中法线不同,顶点就不同)。
/// </summary>
/// <param name="triangles"></param>
/// <param name="edges"></param>
/// <param name="invalidFlag"></param>
/// <returns></returns>
private List<Vector2Int> TrianglesEdgeAnalysis(int[] triangles)
{
int[,] edges = new int[triangles.Length, 2];//把三角形分成三个线段
for (int i = 0; i < triangles.Length; i += 3)
{
for (int j = 0; j < 3; j++)
{
for (int k = 0; k < 2; k++)
{
int index = (j + k) % 3;
edges[i + j, k] = triangles[i + index];
}
}
}
bool[] invalidFlag = new bool[triangles.Length];
for (int i = 0; i < triangles.Length; i++)
{
for (int j = i + 1; j < triangles.Length; j++)
{
//查找一个三角面的边是否与其他三角面共用一条边,如果是的话肯定不是边缘
if ((edges[i, 0] == edges[j, 0] && edges[i, 1] == edges[j, 1]) || (edges[i, 0] == edges[j, 1] && edges[i, 1] == edges[j, 0]))
{
invalidFlag[i] = true;
invalidFlag[j] = true;
}
}
}
List<Vector2Int> edgeLines = new List<Vector2Int>();
for (int i = 0; i < triangles.Length; i++)
{
if (!invalidFlag[i])
{
edgeLines.Add(new Vector2Int(edges[i, 0], edges[i, 1]));
}
}
if (edgeLines.Count == 0)
{
Debug.Log("Calculate wrong, there is not any valid line");
}
return edgeLines;
}
/// <summary>
/// 边缘排序与分离
/// </summary>
/// <param name="edgeLines"></param>
/// <param name="vertices"></param>
/// <returns></returns>
private List<List<Vector3>> SpliteLines(List<Vector2Int> edgeLines, Vector3[] vertices)
{
List<List<Vector3>> result = new List<List<Vector3>>();
List<int> edgeIndex = new List<int>();
int startIndex = edgeLines[0].x;
edgeIndex.Add(edgeLines[0].x);
int removeIndex = 0;
int currentIndex = edgeLines[0].y;
while (true)
{
edgeLines.RemoveAt(removeIndex);
edgeIndex.Add(currentIndex);
bool findNew = false;
for (int i = 0; i < edgeLines.Count && !findNew; i++)
{
if (currentIndex == edgeLines[i].x)
{
currentIndex = edgeLines[i].y;
removeIndex = i;
findNew = true;
}
else if (currentIndex == edgeLines[i].y)
{
currentIndex = edgeLines[i].x;
removeIndex = i;
findNew = true;
}
}
if (findNew && currentIndex == startIndex)
{
Debug.Log("Complete Closed curve");
edgeLines.RemoveAt(removeIndex);
List<Vector3> singleVertices = new List<Vector3>();
for (int i = 0; i < edgeIndex.Count; i++)
singleVertices.Add(vertices[edgeIndex[i]]);
result.Add(singleVertices);
if (edgeLines.Count > 0)
{
edgeIndex = new List<int>();
startIndex = edgeLines[0].x;
edgeIndex.Add(edgeLines[0].x);
removeIndex = 0;
currentIndex = edgeLines[0].y;
}
else
{
break;
}
}
else if (!findNew)
{
Debug.Log("Complete curve, but not closed");
List<Vector3> singleVertices = new List<Vector3>();
for (int i = 0; i < edgeIndex.Count; i++)
singleVertices.Add(vertices[edgeIndex[i]]);
result.Add(singleVertices);
if (edgeLines.Count > 0)
{
edgeIndex = new List<int>();
startIndex = edgeLines[0].x;
edgeIndex.Add(edgeLines[0].x);
removeIndex = 0;
currentIndex = edgeLines[0].y;
}
else
{
break;
}
}
}
return result;
}
}
原文链接:https://blog.csdn.net/qq_37043683/article/details/81029979
相关链接:https://answers.unity.com/questions/566779/how-to-find-the-vertices-of-each-edge-on-mesh.html
源码下载:http://horse7.cn/download/meshedgedetection.unitypackage
3D模型边缘重线,有什么好的解决方法吗?
这种算法不能去除重线。