Mesh.bindposes 绑定的姿势
var bindposes : Matrix4x4[]
Description描述
The bind poses. The bind pose at each index refers to the bone with the same index.
绑定的姿势。每个索引绑定的姿势使用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,绑定的姿势是骨骼变换矩阵的倒转。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Start() {
gameObject.AddComponent<Animation>();
gameObject.AddComponent<SkinnedMeshRenderer>();
SkinnedMeshRenderer renderer = GetComponent<SkinnedMeshRenderer>();
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();
renderer.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;
renderer.bones = bones;
renderer.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);
animation.AddClip(clip, "test");
animation.Play("test");
}
}
function Start () {
gameObject.AddComponent(Animation);
gameObject.AddComponent(SkinnedMeshRenderer);
var renderer : SkinnedMeshRenderer = GetComponent(SkinnedMeshRenderer);
// Build basic mesh
//建立基础网格
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
// 赋予网格网格过滤器和网格渲染器
renderer.material = new Material (Shader.Find(" Diffuse"));
// Assign bone weights to mesh
// 赋予网格权值
// We use 2 bones. One for the lower vertices, one for the upper vertices.
// 我们使用两个骨骼。一个用作最下方的顶点,一个用作最上方的顶点。
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
// 创建骨骼变换并且绑定姿势
// One bone at the bottom and one at the top
// 一个骨骼在底部,另一个在顶部
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
// 设置相对于父级的位置
bones[0].localRotation = Quaternion.identity;
bones[0].localPosition = Vector3.zero;
// The bind pose is bone's inverse transformation matrix
// 绑定的姿势是骨骼的逆变换矩阵
// In this case the matrix we also make this matrix relative to the root
// 在这种情况下我们也要使这个矩阵是相对于根
// So that we can move the root game object around freely
//所以我们能随意的移动根物体了
bindPoses[0] = bones[0].worldToLocalMatrix * transform.localToWorldMatrix;
bones[1] = new GameObject ("Upper").transform;
bones[1].parent = transform;
// Set the position relative to the parent
// 设置相对于父级的位置
bones[1].localRotation = Quaternion.identity;
bones[1].localPosition = Vector3(0, 5, 0);
// The bind pose is bone's inverse transformation matrix
// 绑定姿势是骨骼的逆变换矩阵
// In this case the matrix we also make this matrix relative to the root
// 在这种情况下我们也要使这个矩阵是相对于根
// So that we can move the root game object around freely
// 这样我们能随意的移动根物体了
bindPoses[1] = bones[1].worldToLocalMatrix * transform.localToWorldMatrix;
mesh.bindposes = bindPoses;
// Assign bones and bind poses
// 赋值骨骼,绑定姿势
renderer.bones = bones;
renderer.sharedMesh = mesh;
// Assign a simple waving animation to the bottom bone
// 赋予一个简单的波动动画给底部骨骼
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
// 用曲线创建剪切
var clip : AnimationClip = new AnimationClip();
clip.SetCurve("Lower", Transform, "m_LocalPosition.z", curve);
// Add and play the clip
// 添加并且播放剪切
animation.AddClip(clip, "test");
animation.Play("test");
}
最后修改:2010年12月9日 Thursday 18:53