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Mesh.bindposes 绑定姿势

发布于 2019-12-18 15:38:01 字数 8951 浏览 915 评论 0 收藏 0

JavaScript => public var bindposes: Matrix4x4[];
C# => public Matrix4x4[] bindposes;

Description 描述

The bind poses. The bind pose at each index refers to the bone with the same index.

绑定姿势。每个索引绑定姿势引用的是具有相同索引的骨骼。

The bind pose is the inverse of inverse transformation matrix of the bone, when the bone is in the bind pose.

当骨骼在绑定的姿势时,绑定的姿势是骨骼逆变换矩阵的反向。

JavaScript:

	function Start () {
	gameObject.AddComponent.<Animation>();
	gameObject.AddComponent.<SkinnedMeshRenderer>();
	var rend: SkinnedMeshRenderer = GetComponent.<SkinnedMeshRenderer>();
	var anim: Animation = GetComponent.<Animation>();
 
	// Build basic mesh
	var mesh : Mesh = new Mesh ();
	mesh.vertices = [Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(-1, 5, 0),
					 Vector3(1, 5, 0)];
	mesh.uv = [Vector2(0, 0), Vector2(1, 0), Vector2(0, 1), Vector2(1, 1)];
	mesh.triangles = [0, 1, 2, 1, 3, 2];
	mesh.RecalculateNormals();
 
	// Assign mesh to mesh filter & renderer
	rend.material = new Material (Shader.Find("Diffuse"));
 
	// Assign bone weights to mesh
	// We use 2 bones. One for the lower vertices, one for the upper vertices.
	var weights = new BoneWeight[4];
 
	weights[0].boneIndex0 = 0;
	weights[0].weight0 = 1;
 
	weights[1].boneIndex0 = 0;
	weights[1].weight0 = 1;
 
	weights[2].boneIndex0 = 1;
	weights[2].weight0 = 1;
 
	weights[3].boneIndex0 = 1;
	weights[3].weight0 = 1;
 
	mesh.boneWeights = weights;
 
	// Create Bone Transforms and Bind poses
	// One bone at the bottom and one at the top
	var bones : Transform[] = new Transform[2];
	var bindPoses : Matrix4x4[] = new Matrix4x4[2];
 
	bones[0] = new GameObject ("Lower").transform;
	bones[0].parent = transform;
	// Set the position relative to the parent
	bones[0].localRotation = Quaternion.identity;
	bones[0].localPosition = Vector3.zero;
	// The bind pose is bone's inverse transformation matrix
	// In this case the matrix we also make this matrix relative to the root
	// So that we can move the root game object around freely
	bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
 
	bones[1] = new GameObject ("Upper").transform;
	bones[1].parent = transform;
	// Set the position relative to the parent
	bones[1].localRotation = Quaternion.identity;
	bones[1].localPosition = Vector3 (0, 5, 0);
	// The bind pose is bone's inverse transformation matrix
	// In this case the matrix we also make this matrix relative to the root
	// So that we can move the root game object around freely
	bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
 
	mesh.bindposes = bindPoses;
 
	// Assign bones and bind poses
	rend.bones = bones;
	rend.sharedMesh = mesh;
 
	// Assign a simple waving animation to the bottom bone
	var curve : AnimationCurve = new AnimationCurve();
	curve.keys = [ new Keyframe (0, 0, 0, 0), new Keyframe (1, 3, 0, 0),
				   new Keyframe (2, 0.0, 0, 0) ];
 
	// Create the clip with the curve
	var clip : AnimationClip = new AnimationClip();
	clip.SetCurve("Lower", Transform, "m_LocalPosition.z", curve);
 
	// Add and play the clip
	anim.AddClip(clip, "test");
	anim.Play("test");
}

C#:

using UnityEngine;
using System.Collections;
 
public class ExampleClass : MonoBehaviour {
    void Start() {
        gameObject.AddComponent<Animation>();
        gameObject.AddComponent<SkinnedMeshRenderer>();
        SkinnedMeshRenderer rend = GetComponent<SkinnedMeshRenderer>();
        Animation anim = GetComponent<Animation>();
        Mesh mesh = new Mesh();
        mesh.vertices = new Vector3[] {new Vector3(-1, 0, 0), new Vector3(1, 0, 0), new Vector3(-1, 5, 0), new Vector3(1, 5, 0)};
        mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(1, 0), new Vector2(0, 1), new Vector2(1, 1)};
        mesh.triangles = new int[] {0, 1, 2, 1, 3, 2};
        mesh.RecalculateNormals();
        rend.material = new Material(Shader.Find("Diffuse"));
        BoneWeight[] weights = new BoneWeight[4];
        weights[0].boneIndex0 = 0;
        weights[0].weight0 = 1;
        weights[1].boneIndex0 = 0;
        weights[1].weight0 = 1;
        weights[2].boneIndex0 = 1;
        weights[2].weight0 = 1;
        weights[3].boneIndex0 = 1;
        weights[3].weight0 = 1;
        mesh.boneWeights = weights;
        Transform[] bones = new Transform[2];
        Matrix4x4[] bindPoses = new Matrix4x4[2];
        bones[0] = new GameObject("Lower").transform;
        bones[0].parent = transform;
        bones[0].localRotation = Quaternion.identity;
        bones[0].localPosition = Vector3.zero;
        bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
        bones[1] = new GameObject("Upper").transform;
        bones[1].parent = transform;
        bones[1].localRotation = Quaternion.identity;
        bones[1].localPosition = new Vector3(0, 5, 0);
        bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
        mesh.bindposes = bindPoses;
        rend.bones = bones;
        rend.sharedMesh = mesh;
        AnimationCurve curve = new AnimationCurve();
        curve.keys = new Keyframe[] {new Keyframe(0, 0, 0, 0), new Keyframe(1, 3, 0, 0), new Keyframe(2, 0.0F, 0, 0)};
        AnimationClip clip = new AnimationClip();
        clip.SetCurve("Lower", typeof(Transform), "m_LocalPosition.z", curve);
        anim.AddClip(clip, "test");
        anim.Play("test");
    }
}

Mesh

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