Unity3d 模型 动态切割

本文详细介绍如何在Unity中使用ShatterToolkit插件实现模型的切割与破坏效果,包括代码实现与模型材质处理技巧。

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使用插件:Shatter Toolkit ,这个插件可以切割模型 和 破坏模型

代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Orig : MonoBehaviour
{
    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            CombineSkinnedMeshAndMaterial(gameObject);
        }
    }
   //确保模型和贴图勾选读写模式:
    static GameObject CombineSkinnedMeshAndMaterial(GameObject main)
    {
        List<CombineInstance> combineList = new List<CombineInstance>();
        List<Transform> boneList = new List<Transform>();
        List<Material> matList = new List<Material>();
        List<SkinnedMeshRenderer> skinList = new List<SkinnedMeshRenderer>(main.transform.GetComponentsInChildren<SkinnedMeshRenderer>());
        SkinnedMeshRenderer combineSkin;
        List<Texture2D> textures = new List<Texture2D>();
        List<Vector2[]> uvList = new List<Vector2[]>();
        int uvCount = 0;
        Material material = null;
        int skinLayer = main.layer;
        for (int i = 0; i < skinList.Count; i++)
        {
            if (material == null)
            {//返回分配给渲染器的第一个材质
                material = skinList[i].sharedMaterial;
            }
            CombineInstance instance = new CombineInstance();
            Mesh mesh = new Mesh();
            skinList[i].BakeMesh(mesh);//拷贝当前动画帧的动作. 如果要默认的T形动作的话 mesh = skinList[i].sharedMesh;
            instance.mesh = mesh;
            combineList.Add(instance);
            boneList.AddRange(skinList[i].bones);
            matList.Add(skinList[i].sharedMaterial);
            //  skinList[i].gameObject.SetActive(false); //hide orgin
            skinLayer = skinList[i].gameObject.layer;
            //储存网格纹理坐标
            uvList.Add(skinList[i].sharedMesh.uv);
            uvCount += skinList[i].sharedMesh.uv.Length;
            //贴图记录
            textures.Add(skinList[i].sharedMaterial.mainTexture as Texture2D);
        }
        //贴图合并(注意合并最大尺寸)
        Texture2D skinnedMeshAtlas = new Texture2D(4096, 4096);
        Rect[] packingResult = skinnedMeshAtlas.PackTextures(textures.ToArray(), 0);
        //网格纹理坐标合并
        Vector2[] atlasUVs = new Vector2[uvCount];
        int j = 0;
        for (int i = 0; i < uvList.Count; i++)
        {
            foreach (Vector2 uv in uvList[i])
            {
                atlasUVs[j].x = Mathf.Lerp(packingResult[i].xMin, packingResult[i].xMax, uv.x);
                atlasUVs[j].y = Mathf.Lerp(packingResult[i].yMin, packingResult[i].yMax, uv.y);
                j++;
            }
        }
        Mesh combineMesh = new Mesh();
        combineMesh.CombineMeshes(combineList.ToArray(), true, false);
        GameObject combineobj = new GameObject("Combine_Model");
        var meshFilter = combineobj.AddComponent<MeshFilter>();
        var meshRenderer = combineobj.AddComponent<MeshRenderer>();
        meshFilter.mesh = combineMesh;
        meshRenderer.material = material;
        meshRenderer.material.mainTexture = skinnedMeshAtlas;
        meshFilter.sharedMesh.uv = atlasUVs;
        combineobj.transform.position = main.transform.position;
        combineobj.transform.rotation = main.transform.rotation;
        var meshCollider = combineobj.AddComponent<MeshCollider>();
        meshCollider.convex = true;
        var rigidbody = combineobj.AddComponent<Rigidbody>();
        rigidbody.mass = 1f;
        combineobj.AddComponent<ShatterTool>();
        combineobj.AddComponent<WorldUvMapper>();
        combineobj.AddComponent<ShatterOnCollision>();
        main.SetActive(false);
        return combineobj;
    }
}

 

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