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。