问题
I'm trying to create UVs @ runtime, I'm using a BOX type UVs (similar to BOX UVW in 3ds max) and based my calculation on the face orientation.
I know it's not a good option to create it a runtime but I have no choice :( it's saved after calculation, so I made it once.
BUT I take 40 seconds for a 30000 Vertices... too long
Is there any optimization in my code that can be made?
.
Here is my code feel free to use if you have <5000 vertices Mesh:
public static void CreateUV(ref Mesh mesh)
{
int i = 0;
Vector3 p = Vector3.up;
Vector3 u = Vector3.Cross(p, Vector3.forward);
if (Vector3.Dot(u, u) < 0.001f)
{
u = Vector3.right;
}
else
{
u = Vector3.Normalize(u);
}
Vector3 v = Vector3.Normalize(Vector3.Cross(p, u));
Vector2[] uvs = new Vector2[mesh.vertices.Length];
for (i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 a = mesh.vertices[mesh.triangles[i]];
Vector3 b = mesh.vertices[mesh.triangles[i + 1]];
Vector3 c = mesh.vertices[mesh.triangles[i + 2]];
Vector3 side1 = b - a;
Vector3 side2 = c - a;
Vector3 N = Vector3.Cross(side1, side2);
N = new Vector3(Mathf.Abs(N.normalized.x), Mathf.Abs(N.normalized.y), Mathf.Abs(N.normalized.z));
if (N.x > N.y && N.x > N.z)
{
uvs[mesh.triangles[i]] = new Vector2(mesh.vertices[mesh.triangles[i]].z, mesh.vertices[mesh.triangles[i]].y);
uvs[mesh.triangles[i + 1]] = new Vector2(mesh.vertices[mesh.triangles[i + 1]].z, mesh.vertices[mesh.triangles[i + 1]].y);
uvs[mesh.triangles[i + 2]] = new Vector2(mesh.vertices[mesh.triangles[i + 2]].z, mesh.vertices[mesh.triangles[i + 2]].y);
}
else if (N.y > N.x && N.y > N.z)
{
uvs[mesh.triangles[i]] = new Vector2(mesh.vertices[mesh.triangles[i]].x, mesh.vertices[mesh.triangles[i]].z);
uvs[mesh.triangles[i + 1]] = new Vector2(mesh.vertices[mesh.triangles[i + 1]].x, mesh.vertices[mesh.triangles[i + 1]].z);
uvs[mesh.triangles[i + 2]] = new Vector2(mesh.vertices[mesh.triangles[i + 2]].x, mesh.vertices[mesh.triangles[i + 2]].z);
}
else if (N.z > N.x && N.z > N.y)
{
uvs[mesh.triangles[i]] = new Vector2(mesh.vertices[mesh.triangles[i]].x, mesh.vertices[mesh.triangles[i]].y);
uvs[mesh.triangles[i + 1]] = new Vector2(mesh.vertices[mesh.triangles[i + 1]].x, mesh.vertices[mesh.triangles[i + 1]].y);
uvs[mesh.triangles[i + 2]] = new Vector2(mesh.vertices[mesh.triangles[i + 2]].x, mesh.vertices[mesh.triangles[i + 2]].y);
}
}
mesh.uv = uvs;
Debug.Log("Finish");
}
回答1:
I would strongly recommend caching a copy of mesh.vertices
.
The documentation for the vertices property states in part:
Returns a copy of the vertex positions or assigns a new vertex positions array.
Note "returns a copy" -- you access this property 22 times inside your loop, so this will create roughly 22n / 3
copies of that array. For a mesh with 30,000 vertices, that's over 200,000 unnecessary copy operations going on in the background.
If you create a temporary array to hold vertex data (like you're already doing with mesh.uvs
), you should see a dramatic performance improvement.
You might also check if mesh.triangles
is a copy operation. I anticipate that it could be, but the docs don't specify.
回答2:
here is my code optimized thanks to @rutter
public static Vector2[] CreateUV(ref Mesh mesh)
{
int i = 0;
Vector3 p = Vector3.up;
Vector3 u = Vector3.Cross(p, Vector3.forward);
if (Vector3.Dot(u, u) < 0.001f)
{
u = Vector3.right;
}
else
{
u = Vector3.Normalize(u);
}
Vector3 v = Vector3.Normalize(Vector3.Cross(p, u));
Vector3[] vertexs = mesh.vertices;
int[] tris = mesh.triangles;
Vector2[] uvs = new Vector2[vertexs.Length];
for (i = 0; i < tris.Length; i += 3)
{
Vector3 a = vertexs[tris[i]];
Vector3 b = vertexs[tris[i + 1]];
Vector3 c = vertexs[tris[i + 2]];
Vector3 side1 = b - a;
Vector3 side2 = c - a;
Vector3 N = Vector3.Cross(side1, side2);
N = new Vector3(Mathf.Abs(N.normalized.x), Mathf.Abs(N.normalized.y), Mathf.Abs(N.normalized.z));
if (N.x > N.y && N.x > N.z)
{
uvs[tris[i]] = new Vector2(vertexs[tris[i]].z, vertexs[tris[i]].y);
uvs[tris[i + 1]] = new Vector2(vertexs[tris[i + 1]].z, vertexs[tris[i + 1]].y);
uvs[tris[i + 2]] = new Vector2(vertexs[tris[i + 2]].z, vertexs[tris[i + 2]].y);
}
else if (N.y > N.x && N.y > N.z)
{
uvs[tris[i]] = new Vector2(vertexs[tris[i]].x, vertexs[tris[i]].z);
uvs[tris[i + 1]] = new Vector2(vertexs[tris[i + 1]].x, vertexs[tris[i + 1]].z);
uvs[tris[i + 2]] = new Vector2(vertexs[tris[i + 2]].x, vertexs[tris[i + 2]].z);
}
else if (N.z > N.x && N.z > N.y)
{
uvs[tris[i]] = new Vector2(vertexs[tris[i]].x, vertexs[tris[i]].y);
uvs[tris[i + 1]] = new Vector2(vertexs[tris[i + 1]].x, vertexs[tris[i + 1]].y);
uvs[tris[i + 2]] = new Vector2(vertexs[tris[i + 2]].x, vertexs[tris[i + 2]].y);
}
}
mesh.uv = uvs;
return uvs;
}
来源:https://stackoverflow.com/questions/39980248/uv-unwrap-on-runtime-optimization