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Unity插件 - MeshEditor(十一) 模型正弦扭曲特效


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:

Unity插件 - MeshEditor(十一) 模型正弦扭曲特效_MeshEditor

 

Unity插件 - MeshEditor(十一) 模型正弦扭曲特效_Unity_02

 

 

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:

 

Unity插件 - MeshEditor(十一) 模型正弦扭曲特效_赋值_03

 

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:

 

Unity插件 - MeshEditor(十一) 模型正弦扭曲特效_Unity_04

 

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)

Unity插件 - MeshEditor(十一) 模型正弦扭曲特效_Effects_05

 

(压扁模式)

Unity插件 - MeshEditor(十一) 模型正弦扭曲特效_Effects_06

 

 

-----by MeshEditor

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