Unity正方体积24个顶点与面的对应关系

最近在开发我的世界类游戏, 有用到mesh的uv绑定。

将这个材质纹理绑定到一个正方体上,在网上找的代码绑定错误,遂自己研究绑定关系。

这是每个面对应的uv数字的索引值

using UnityEngine;

public class MapTexture : MonoBehaviour
{
    void Start()
    {
        MeshFilter mf = GetComponent<MeshFilter>();
        if (mf == null) return;

        Mesh mesh = mf.mesh;
        if (mesh == null || mesh.uv.Length != 24)
        {
            Debug.Log("Attach to a cube");
            return;
        }

        Vector2[] uvs = mesh.uv;

        //前面
        uvs[0] = new Vector2(0.0f, 0.0f);
        uvs[1] = new Vector2(0.333f, 0.0f);
        uvs[2] = new Vector2(0.0f, 0.333f);
        uvs[3] = new Vector2(0.333f, 0.333f);
        //上
        uvs[8] = new Vector2(0.334f, 0.0f);
        uvs[9] = new Vector2(0.666f, 0.0f);
        uvs[4] = new Vector2(0.334f, 0.333f);
        uvs[5] = new Vector2(0.666f, 0.333f);
        //后
        uvs[10] = new Vector2(0.667f, 0.0f);
        uvs[11] = new Vector2(1.0f, 0.0f);
        uvs[6] = new Vector2(0.667f, 0.333f);
        uvs[7] = new Vector2(1.0f, 0.333f);

        //下
        uvs[12] = new Vector2(0.0f, 0.334f);
        uvs[15] = new Vector2(0.333f, 0.334f);
        uvs[13] = new Vector2(0.0f, 0.666f);
        uvs[14] =    new Vector2(0.333f, 0.666f);
        

        uvs[16] = new Vector2(0.334f, 0.334f);
        uvs[19] = new Vector2(0.666f, 0.334f);
        uvs[17] = new Vector2(0.334f, 0.666f);
        uvs[18] = new Vector2(0.666f, 0.666f);

        uvs[20] = new Vector2(0.667f, 0.334f);
        uvs[23] = new Vector2(1.0f, 0.334f);
        uvs[21] = new Vector2(0.667f, 0.666f);
        uvs[22] = new Vector2(1.0f, 0.666f);

        mesh.uv = uvs;
    }
}

最终效果如下!*

posted @ 2024-12-03 10:37  Metastarx  阅读(41)  评论(0)    收藏  举报