Unity插件 - MeshEditor(十一) 模型正弦扭曲特效

    xiaoxiao2021-03-25  57

    更新日期:2020年4月23日。 Github源码:[点我获取源码]

     

    先上几张效果图:

     

     

     

    OK,进入今天的正题吧,插一个正弦函数的话题进来:

     

    首先,正弦函数曲线,如下:

     

     

    在如上坐标系中,这条正弦曲线代表的就是函数:y = a * sin(x) 中所有的点(x, y)所组成的曲线。

     

    那么所表达的意思就是:随着x的值线性变化,y的值会在两个固定值之间来回变化,而这个固定值的大小由a来决定。

     

    假定我们的模型左右方向是X轴,上下方向是Y轴,前后方向是Z轴,想让模型实现第一张图中的效果,就是把Z轴当做正弦函数中的y(在固定值间变化),把Y轴当做正弦函数中的x(值线性变化)。

     

    我们将正弦函数:y = a * sin(x) 中的x和y替换:

     

     

    vertice.z = WaveRange * Mathf.Sin(vertice.y + _weight);

     

     

    提供一个_weight参数,使其在0到2π间变化,这样的话就能保持我们正弦函数中的x在2π区间中变化,众所周知正弦曲线上每一个2π长度的距离内y值构成一个来回,所以这样我们的运动才会连贯。

     

    也就是说,随着vertice.y的变化(不同顶点的y坐标自然有的不同),产生一种扭曲变化的值并赋值给vertice.z,便达到了我们想要的效果。

     

    这里的WaveRange为正弦函数中的系数a,它的值将决定y值的变化区间,也就是我们的模型正弦运动的幅度。

     

    总之思路就这么简单,贴一下代码:

    准备工作:

     

    /// <summary> /// 准备 /// </summary> void WaveReady() { _2PI = Mathf.PI * 2; _weight = 0; _isCanWave = true; if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Y && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityXY; } else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Y && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashXY; } else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Z && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityXZ; } else if (FixedAxis == WaveDirection.X && WaveAxis == WaveDirection.Z && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashXZ; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.X && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityYX; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.X && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashYX; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.Z && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityYZ; } else if (FixedAxis == WaveDirection.Y && WaveAxis == WaveDirection.Z && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashYZ; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.X && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityZX; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.X && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashZX; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.Y && WaveMold == WaveType.entity) { Waveing = MarginWaveEntityZY; } else if (FixedAxis == WaveDirection.Z && WaveAxis == WaveDirection.Y && WaveMold == WaveType.Squash) { Waveing = MarginWaveSquashZY; } if (Waveing == null) { _isCanWave = false; } }

    Y轴方向扭曲,其他轴类似:

     

     

    /// <summary> /// X轴为固定轴,以Y轴方向扭曲(正常) /// </summary> void MarginWaveEntityXY() { Vector3[] vertices = _vertices.Clone() as Vector3[]; for (int i = 0; i < vertices.Length; i++) { vertices[i].y += WaveRange * Mathf.Sin(vertices[i].x + _weight); } _mesh.vertices = vertices; } /// <summary> /// X轴为固定轴,以Y轴方向扭曲(扁平) /// </summary> void MarginWaveSquashXY() { Vector3[] vertices = _vertices.Clone() as Vector3[]; for (int i = 0; i < vertices.Length; i++) { vertices[i].y = WaveRange * Mathf.Sin(vertices[i].x + _weight); } _mesh.vertices = vertices; }

    持续变化:

     

     

    /// <summary> /// 分量变化 /// </summary> void Weighting() { if (_weight < _2PI) { _weight += Time.deltaTime * WaveSpeed; } else { _weight = 0; } } void Update () { if (_isCanWave && _isWaveing) { Weighting(); Waveing(); } }

     

     

     

     

     

    那么,属性面板大概就是这样:

     

     

    FixedAxis:固定轴,正弦函数中的x分量

    WaveAxis:扭动轴,正弦函数中的y分量

    WaveMold:模式,Entity(正常),squash(模型压成面片)

    WaveSpeed:扭动的速度

    WaveRange:扭动的幅度(为0则停止扭动)

    IsWaveing:开启与关闭

     

    再贴几张效果图:

     

    (正常模式)

     

    (压扁模式)

     

     

    -----by MeshEditor

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