Unity做简单的有限元分析效果
作者:互联网
一、获取Mesh顶点位置,并在顶点生成用于控制的小球
ChangMesh.cs(pointsFather是小球的父物体,随便找个空物体就行。)
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ChangeMesh : MonoBehaviour { public GameObject pointsFather; private Mesh mesh; private GameObject newPoint; private Vector3[] vertices; // Start is called before the first frame update void Start() { pointsFather.transform.position = this.transform.position; mesh = this.GetComponent<MeshFilter>().mesh; vertices = new Vector3[mesh.vertices.Length]; CreatMeshPoint(); } private void CreatMeshPoint() { for (int i = 0; i < mesh.vertices.Length; i++) { vertices[i] = mesh.vertices[i]; } for (int i = 0; i < mesh.vertices.Length; i++) { GameObject creatPoint = GameObject.CreatePrimitive(PrimitiveType.Sphere); creatPoint.transform.localPosition = vertices[i]; creatPoint.transform.name = "EditorPoint" + i.ToString(); creatPoint.transform.localScale = new Vector3(0.01f, 0.01f, 0.01f); creatPoint.transform.parent = pointsFather.transform; float distance = Vector3.Distance(creatPoint.transform.localPosition, Vector3.zero); } } private void MovePoint() { for(int i=0;i<mesh.vertices.Length;i++) { newPoint = GameObject.Find("EditorPoint" + i.ToString()); if(newPoint.transform.position!=vertices[i]) { vertices[i] = newPoint.transform.position; } } mesh.vertices = vertices; mesh.RecalculateTangents(); mesh.RecalculateNormals(); } // Update is called once per frame void Update() { MovePoint(); } }
二、编写Shader
ColorChange.shader
Shader "Custom/ColorChange" { Properties { _Color("Color",Color) = (1,1,1,1) _Height("Normal",Float) = 1 _Ambient("Ambient",Float) = 5 _Specular("Specular",Float) = 20 } SubShader { Pass { CGPROGRAM fixed4 _Color; float _Height; float _Ambient; float _Specular; #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct a2v {/*模型到顶点*/ fixed4 vertex : POSITION; fixed3 normal : NORMAL; }; struct v2f {/*顶点到面*/ fixed4 pos : SV_POSITION; fixed3 worldNormal : TEXCOORD0; fixed3 worldPos : TEXCOORD1; }; v2f vert(a2v v)/*顶点函数*/ { //v.vertex.xyz += _Height * v.normal;/**/ v2f o; v2f old;/**/ o.pos = UnityObjectToClipPos(v.vertex);/*重要的函数UnityObjectToClipPos,转换坐标*/ o.worldNormal = UnityObjectToWorldNormal(v.normal);/*重要的函数UnityObjectToWorldNormal,转换坐标*/ o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; return o; } fixed4 frag(v2f i) :SV_Target/*片元函数*/ { //fixed3 l = normalize(_WorldSpaceLightPos0.xyz); //float diff = dot(i.worldNormal, 1); //diff = diff < 0 ? 0 : diff; fixed3 zero = fixed3(0,0,0); float distance = sqrt(pow(i.worldPos.x - zero.x, 2) + pow(i.worldPos.y - zero.y, 2) + pow(i.worldPos.z - zero.z, 2)); float standardV = 0.5; //fixed3 cameraPos = _WorldSpaceCameraPos.xyz; //fixed3 v = normalize(i.worldPos- cameraPos); //fixed4 position = fixed4(v * 2, 1); fixed4 position0 = fixed4(1, 1, 0, 1); //fixed4 position1 = fixed4(1, 0, 0, 1); //fixed4 position2 = fixed4(1, 0.647, 0, 1); //fixed4 position3 = fixed4(1, 1, 0.5, 1); //fixed4 position4 = fixed4(0, 1, 0, 1); //fixed4 position5 = fixed4(0, 0.675, 1, 1); //fixed4 position6 = fixed4(0, 0, 1, 1); //fixed4 position7 = fixed4(0.545, 0, 1, 1); fixed4 position1 = fixed4(1, 0.9, 0, 1); fixed4 position2 = fixed4(1, 0.8, 0, 1); fixed4 position3 = fixed4(1, 0.7, 0, 1); fixed4 position4 = fixed4(1, 0.6, 0, 1); fixed4 position5 = fixed4(1, 0.5, 0, 1); fixed4 position6 = fixed4(1, 0.4, 0, 1); fixed4 position7 = fixed4(1, 0.3, 0, 1); fixed4 position8 = fixed4(1, 0.2, 0, 1); fixed4 position9 = fixed4(1, 0.1, 0, 1); fixed4 position10 = fixed4(1, 0, 0, 1); fixed4 position11 = fixed4(0, 1, 0, 1); if (distance-standardV > 0.01&&distance - standardV < 0.02) { return position1; } else if(distance - standardV > 0.02&&distance - standardV < 0.03) { return position2; } else if (distance - standardV > 0.03&&distance - standardV < 0.04) { return position3; } else if (distance - standardV > 0.04&&distance - standardV < 0.05) { return position4; } else if (distance - standardV > 0.05&&distance - standardV < 0.06) { return position5; } else if (distance - standardV > 0.06&&distance - standardV < 0.07) { return position6; } else if (distance - standardV > 0.07&&distance - standardV < 0.08) { return position7; } else if (distance - standardV > 0.08&&distance - standardV < 0.09) { return position8; } else if (distance - standardV > 0.09&&distance - standardV < 0.010) { return position9; } else if (distance - standardV >= 0.010) { return position10; } else if (distance - standardV < -0.01) { return position11; } else { return position0; } //return position; } ENDCG } } FallBack "Diffuse" }
标签:有限元,return,效果,distance,fixed4,standardV,else,Unity,&& 来源: https://www.cnblogs.com/guangzhiruijie/p/15963777.html