我试图在运行时创建UVs,我使用BOX类型的UV(类似于3ds max中的BOX UVW),并基于我的面部方向计算。运行时优化的UV展开
我知道这不是一个很好的选择,以创建一个运行时间,但我别无选择:(它的计算后保存的,所以我做了一次。
但我需要40秒,一个30000点的顶点......太长
有没有在我的代码任何优化,可以进行
这里是我的代码随意使用,如果你有< 5000顶点网:?
public static void CreateUV(ref Mesh mesh)
{
int i = 0;
Vector3 p = Vector3.up;
Vector3 u = Vector3.Cross(p, Vector3.forward);
if (Vector3.Dot(u, u) < 0.001f)
{
u = Vector3.right;
}
else
{
u = Vector3.Normalize(u);
}
Vector3 v = Vector3.Normalize(Vector3.Cross(p, u));
Vector2[] uvs = new Vector2[mesh.vertices.Length];
for (i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 a = mesh.vertices[mesh.triangles[i]];
Vector3 b = mesh.vertices[mesh.triangles[i + 1]];
Vector3 c = mesh.vertices[mesh.triangles[i + 2]];
Vector3 side1 = b - a;
Vector3 side2 = c - a;
Vector3 N = Vector3.Cross(side1, side2);
N = new Vector3(Mathf.Abs(N.normalized.x), Mathf.Abs(N.normalized.y), Mathf.Abs(N.normalized.z));
if (N.x > N.y && N.x > N.z)
{
uvs[mesh.triangles[i]] = new Vector2(mesh.vertices[mesh.triangles[i]].z, mesh.vertices[mesh.triangles[i]].y);
uvs[mesh.triangles[i + 1]] = new Vector2(mesh.vertices[mesh.triangles[i + 1]].z, mesh.vertices[mesh.triangles[i + 1]].y);
uvs[mesh.triangles[i + 2]] = new Vector2(mesh.vertices[mesh.triangles[i + 2]].z, mesh.vertices[mesh.triangles[i + 2]].y);
}
else if (N.y > N.x && N.y > N.z)
{
uvs[mesh.triangles[i]] = new Vector2(mesh.vertices[mesh.triangles[i]].x, mesh.vertices[mesh.triangles[i]].z);
uvs[mesh.triangles[i + 1]] = new Vector2(mesh.vertices[mesh.triangles[i + 1]].x, mesh.vertices[mesh.triangles[i + 1]].z);
uvs[mesh.triangles[i + 2]] = new Vector2(mesh.vertices[mesh.triangles[i + 2]].x, mesh.vertices[mesh.triangles[i + 2]].z);
}
else if (N.z > N.x && N.z > N.y)
{
uvs[mesh.triangles[i]] = new Vector2(mesh.vertices[mesh.triangles[i]].x, mesh.vertices[mesh.triangles[i]].y);
uvs[mesh.triangles[i + 1]] = new Vector2(mesh.vertices[mesh.triangles[i + 1]].x, mesh.vertices[mesh.triangles[i + 1]].y);
uvs[mesh.triangles[i + 2]] = new Vector2(mesh.vertices[mesh.triangles[i + 2]].x, mesh.vertices[mesh.triangles[i + 2]].y);
}
}
mesh.uv = uvs;
Debug.Log("Finish");
}
谢谢你这么玉米粥!!!! –
mesh.vertices AND mesh.triangles是复制操作! –