用unity写一个沿着一个移动的球体边缘生成mesh管道的脚本
时间: 2023-05-23 11:02:12 浏览: 277
可以使用以下代码实现:
1. 首先我们需要在Unity场景中创建一个空对象,并添加一个MeshFilter和MeshRenderer组件
2. 在脚本中定义一个public GameObject类型的变量,用来存储球体对象,以及一个public float类型的变量,用来设置管道的宽度
3. 在Update函数中,通过球体的位置和半径计算出管道的顶点坐标和三角形索引序列,然后将其赋值给MeshFilter组件的mesh属性即可
具体代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class PipeGenerator : MonoBehaviour
{
public GameObject sphere;
public float width = 1.0f;
private Mesh mesh;
private Vector3[] vertices;
private int[] triangles;
void Start()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
}
void Update()
{
if (sphere == null) return;
Vector3 center = sphere.transform.position;
float radius = sphere.transform.localScale.x / 2.0f;
int numSegments = 32;
float anglePerSegment = 2.0f * Mathf.PI / numSegments;
vertices = new Vector3[numSegments * 2];
triangles = new int[numSegments * 6];
for (int i = 0; i < numSegments; i++)
{
float theta = i * anglePerSegment;
float x1 = center.x + radius * Mathf.Cos(theta);
float z1 = center.z + radius * Mathf.Sin(theta);
float y1 = center.y - radius;
float x2 = center.x + (radius + width) * Mathf.Cos(theta);
float z2 = center.z + (radius + width) * Mathf.Sin(theta);
float y2 = center.y - radius - width;
vertices[i * 2] = new Vector3(x1, y1, z1);
vertices[i * 2 + 1] = new Vector3(x2, y2, z2);
int j = i * 6;
triangles[j] = i * 2;
triangles[j + 1] = i * 2 + 1;
triangles[j + 2] = i * 2 + 2;
triangles[j + 3] = i * 2 + 2;
triangles[j + 4] = i * 2 + 1;
triangles[j + 5] = i * 2 + 3;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
}
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