做项目的时候,偶尔会遇到美术提供的模型的中心点不统一,或者中心点设置的不符合程序的要求,以前为了解决这个问题,要么是找美术重新修改Mesh,要不然就是在模型外面再套一层壳,然后通过把模型放在壳下面,设置localPosition,然后通过操作壳来达到需求。但是这样做又会无故增加复杂度,也很容易出bug。
所以,为了一次性解决这类型的问题,就让程序充当一次美术吧
using UnityEngine;
namespace LDFW.Model
{
public class MeshShifter : MonoBehaviour
{
public static Mesh targetMesh;
public static Vector3 center;
public static Vector3 offset;
public static string savePath = "Assets/";
public static Mesh SetMeshCenter(Mesh targetMesh, Vector3 targetReferenceCenter)
{
if (targetMesh == null)
{
Debug.LogError("Target mesh cannot be null!");
return null;
}
//Debug.Log("Set mesh");
Mesh newMesh = MeshGenerator.DuplicateMesh(targetMesh);
Vector3 diff = Vector3.Scale(targetMesh.bounds.size * 0.5f, targetReferenceCenter * -1) - targetMesh.bounds.center;
int vertexCount = targetMesh.vertexCount;
Vector3[] oldVertices = newMesh.vertices;
Vector3[] newVertices = new Vector3[vertexCount];
for (int i = 0; i < vertexCount; i++)
{
newVertices[i] = oldVertices[i] + diff;
}
newMesh.vertices = newVertices;
oldVertices = null;
newMesh.RecalculateBounds();
newMesh.RecalculateNormals();
System.GC.Collect();
return newMesh;
}
public static Mesh ShiftMesh(Mesh targetMesh, Vector3 offsetValue)
{
if (targetMesh == null)
{
Debug.LogError("Target mesh cannot be null!");
return null;
}
Mesh newMesh = MeshGenerator.DuplicateMesh(targetMesh);
Vector3 diff = offsetValue;
int vertexCount = targetMesh.vertexCount;
Vector3[] oldVertices = newMesh.vertices;
Vector3[] newVertices = new Vector3[vertexCount];
for (int i = 0; i < vertexCount; i++)
{
newVertices[i] = oldVertices[i] + diff;
}
newMesh.vertices = newVertices;
oldVertices = null;
newMesh.RecalculateBounds();
newMesh.RecalculateNormals();
System.GC.Collect();
return newMesh;
}
}
}
返回的是Mesh类型,然后再写个保存方法,把Mesh以.asset格式保存到项目里
#if UNITY_EDITOR
public static void SaveAssetToFile(Object asset, string path, string extension = "asset")
{
AssetDatabase.CreateAsset(asset, path + "." + extension);
}
#endif
然后新的Mesh就可以替代原来的了,想怎么改都可以。