用unity写一个生成胶囊体mesh的脚本,给出三种不同的实现方案
时间: 2023-05-20 17:06:49 浏览: 223
1. 第一种实现方案:使用Unity自带的胶囊体组件,将其放置在场景中,然后使用代码获取该组件的Mesh数据,再进行修改和优化,最终生成自定义的胶囊体Mesh。
2. 第二种实现方案:使用数学公式计算出胶囊体的顶点坐标和三角形索引,然后将其转换为Mesh数据,最终生成自定义的胶囊体Mesh。
3. 第三种实现方案:使用外部库或插件,如ProBuilder或MeshKit等,来生成自定义的胶囊体Mesh,这些库或插件提供了更多的功能和选项,可以更方便地生成各种形状的Mesh。
相关问题
用unity写一个生成胶囊体mesh的脚本
当然可以,以下是一个简单的Unity脚本,可以生成胶囊体Mesh:
```csharp
using UnityEngine;
public class CapsuleMeshGenerator : MonoBehaviour
{
public float radius = 0.5f;
public float height = 1.0f;
public int segments = 16;
private MeshFilter meshFilter;
void Start()
{
meshFilter = GetComponent<MeshFilter>();
meshFilter.mesh = GenerateCapsuleMesh(radius, height, segments);
}
Mesh GenerateCapsuleMesh(float radius, float height, int segments)
{
Mesh mesh = new Mesh();
int numVertices = (segments + 1) * (segments + 1) + 2;
int numTriangles = segments * segments * 2 * 3 + segments * 6;
Vector3[] vertices = new Vector3[numVertices];
Vector2[] uv = new Vector2[numVertices];
int[] triangles = new int[numTriangles];
int vertexIndex = 0;
int triangleIndex = 0;
// Generate top hemisphere
for (int y = 0; y <= segments / 2; y++)
{
float v = (float)y / (segments / 2);
float latitude = Mathf.PI / 2 - v * Mathf.PI / 2;
for (int x = 0; x <= segments; x++)
{
float u = (float)x / segments;
float longitude = u * Mathf.PI * 2;
float xCoord = Mathf.Sin(latitude) * Mathf.Cos(longitude);
float yCoord = Mathf.Cos(latitude);
float zCoord = Mathf.Sin(latitude) * Mathf.Sin(longitude);
vertices[vertexIndex] = new Vector3(xCoord * radius, yCoord * radius + height / 2, zCoord * radius);
uv[vertexIndex] = new Vector2(u, v);
if (x < segments && y < segments / 2)
{
triangles[triangleIndex++] = vertexIndex;
triangles[triangleIndex++] = vertexIndex + segments + 1;
triangles[triangleIndex++] = vertexIndex + segments;
triangles[triangleIndex++] = vertexIndex;
triangles[triangleIndex++] = vertexIndex + 1;
triangles[triangleIndex++] = vertexIndex + segments + 1;
}
vertexIndex++;
}
}
// Generate bottom hemisphere
for (int y = segments / 2; y <= segments; y++)
{
float v = (float)y / (segments / 2);
float latitude = Mathf.PI / 2 - v * Mathf.PI / 2;
for (int x = 0; x <= segments; x++)
{
float u = (float)x / segments;
float longitude = u * Mathf.PI * 2;
float xCoord = Mathf.Sin(latitude) * Mathf.Cos(longitude);
float yCoord = Mathf.Cos(latitude);
float zCoord = Mathf.Sin(latitude) * Mathf.Sin(longitude);
vertices[vertexIndex] = new Vector3(xCoord * radius, yCoord * radius - height / 2, zCoord * radius);
uv[vertexIndex] = new Vector2(u, v);
if (x < segments && y < segments)
{
triangles[triangleIndex++] = vertexIndex;
triangles[triangleIndex++] = vertexIndex + segments;
triangles[triangleIndex++] = vertexIndex + segments + 1;
triangles[triangleIndex++] = vertexIndex;
triangles[triangleIndex++] = vertexIndex + segments + 1;
triangles[triangleIndex++] = vertexIndex + 1;
}
vertexIndex++;
}
}
// Generate top cap
vertices[vertexIndex] = new Vector3(0, height / 2 - radius, 0);
uv[vertexIndex] = new Vector2(0.5f, 1);
int topCapIndex = vertexIndex;
for (int i = 0; i < segments; i++)
{
int i1 = i + 1;
triangles[triangleIndex++] = topCapIndex;
triangles[triangleIndex++] = i1;
triangles[triangleIndex++] = i;
}
// Generate bottom cap
vertices[vertexIndex] = new Vector3(0, -height / 2 + radius, 0);
uv[vertexIndex] = new Vector2(0.5f, 0);
int bottomCapIndex = vertexIndex;
for (int i = 0; i < segments; i++)
{
int i1 = i + 1;
triangles[triangleIndex++] = bottomCapIndex;
triangles[triangleIndex++] = i + segments * (segments / 2 + 1) + 1;
triangles[triangleIndex++] = i1 + segments * (segments / 2 + 1) + 1;
}
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
}
```
这个脚本可以将一个胶囊体的Mesh生成并赋值给一个MeshFilter组件。你可以将这个脚本挂载到一个GameObject上,然后在Inspector面板中设置半径、高度和细分级别,就可以生成不同大小和精度的胶囊体了。
unity 通过脚本生成 mesh 胶囊体
可以使用以下代码生成一个胶囊体 Mesh:
```csharp
using UnityEngine;
public class CapsuleGenerator : MonoBehaviour
{
public float radius = 0.5f;
public float height = 1.0f;
public int segments = 16;
void Start()
{
MeshFilter meshFilter = GetComponent<MeshFilter>();
if (meshFilter == null)
{
meshFilter = gameObject.AddComponent<MeshFilter>();
}
Mesh mesh = new Mesh();
meshFilter.mesh = mesh;
Vector3[] vertices = new Vector3[(segments + 1) * (segments + 1) + 2];
int[] triangles = new int[segments * segments * 6 + segments * 6];
Vector2[] uv = new Vector2[vertices.Length];
int vertexIndex = 0;
float angleStep = 2.0f * Mathf.PI / segments;
// Generate top cap vertices
vertices[vertexIndex++] = new Vector3(0.0f, height / 2.0f, 0.0f);
for (int i = 0; i <= segments; i++)
{
float angle = i * angleStep;
float x = Mathf.Sin(angle) * radius;
float z = Mathf.Cos(angle) * radius;
vertices[vertexIndex++] = new Vector3(x, height / 2.0f, z);
}
// Generate bottom cap vertices
vertices[vertexIndex++] = new Vector3(0.0f, -height / 2.0f, 0.0f);
for (int i = 0; i <= segments; i++)
{
float angle = i * angleStep;
float x = Mathf.Sin(angle) * radius;
float z = Mathf.Cos(angle) * radius;
vertices[vertexIndex++] = new Vector3(x, -height / 2.0f, z);
}
// Generate side vertices
for (int i = 0; i <= segments; i++)
{
float angle = i * angleStep;
float x = Mathf.Sin(angle) * radius;
float z = Mathf.Cos(angle) * radius;
vertices[vertexIndex++] = new Vector3(x, height / 2.0f, z);
vertices[vertexIndex++] = new Vector3(x, -height / 2.0f, z);
}
// Generate top cap triangles
int triangleIndex = 0;
for (int i = 1; i <= segments; i++)
{
triangles[triangleIndex++] = 0;
triangles[triangleIndex++] = i + 1;
triangles[triangleIndex++] = i;
}
// Generate bottom cap triangles
for (int i = segments + 2; i <= 2 * segments + 1; i++)
{
triangles[triangleIndex++] = segments + 1;
triangles[triangleIndex++] = i;
triangles[triangleIndex++] = i + 1;
}
// Generate side triangles
for (int i = 1; i <= segments; i++)
{
triangles[triangleIndex++] = i;
triangles[triangleIndex++] = i + segments + 1;
triangles[triangleIndex++] = i + segments + 2;
triangles[triangleIndex++] = i;
triangles[triangleIndex++] = i + segments + 2;
triangles[triangleIndex++] = i + 1;
}
// Generate UV coordinates
for (int i = 0; i < vertices.Length; i++)
{
uv[i] = new Vector2(vertices[i].x, vertices[i].z);
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
}
}
```
将这个脚本挂载到一个 GameObject 上,就可以生成一个胶囊体 Mesh。
阅读全文