unity沿着一个移动的球体边缘生成mesh管道
时间: 2023-05-23 21:02:11 浏览: 125
可以使用Procedural Geometry工具包中的Mesh Extruder来实现沿着球体边缘生成mesh管道的效果。需要先通过代码创建一个球体网格,然后将这个网格传递给Mesh Extruder,再通过Mesh Extruder的API来生成所需要的管道形状。具体实现细节可以查看Unity官方文档或者相关实例教程。
相关问题
用unity写一个沿着一个移动的球体边缘生成mesh管道的脚本
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();
}
}
unity沿着给定三维向量方向生成半球体mesh
你可以使用以下代码来生成一个半球体 mesh。
```
using UnityEngine;
public class HalfSphere : MonoBehaviour {
public int segments = 12;
public float radius = 1f;
public Vector3 axis = Vector3.up;
void Start() {
Mesh mesh = new Mesh();
mesh.name = "Half Sphere";
Vector3[] vertices = new Vector3[segments * (segments / 2 + 1) + 1];
int[] triangles = new int[segments * (segments / 2) * 6];
Vector2[] uv = new Vector2[vertices.Length];
float segmentSize = Mathf.PI / segments;
float segmentAngle, radius2d, xz;
Vector3 pt;
int v = 0;
int t = 0;
// top point
vertices[0] = Vector3.up * radius;
uv[0] = Vector3.up;
for (int y = 1; y <= segments / 2; y++) {
segmentAngle = segmentSize * y;
radius2d = radius * Mathf.Cos(segmentAngle);
pt.y = radius * Mathf.Sin(segmentAngle);
for (int x = 0; x < segments; x++) {
xz = x * segmentSize;
pt.x = radius2d * Mathf.Sin(xz);
pt.z = radius2d * Mathf.Cos(xz);
vertices[v + 1] = pt;
uv[v + 1] = new Vector2(x / (float)segments, y / (float)(segments / 2));
v++;
if (y == 1) {
triangles[t] = 0;
triangles[t + 1] = v + 1;
triangles[t + 2] = v;
t += 3;
}
else if (x != 0) {
triangles[t] = v - segments - 1;
triangles[t + 1] = v - segments;
triangles[t + 2] = v;
t += 3;
}
if (x == segments - 1) {
triangles[t] = v - segments;
triangles[t + 1] = v - segments * 2 + 1;
triangles[t + 2] = v - segments + 1;
t += 3;
}
}
}
// bottom point
vertices[v + 1] = Vector3.down * radius;
uv[vertices.Length - 1] = Vector3.zero;
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
mesh.RecalculateNormals();
transform.rotation = Quaternion.FromToRotation(Vector3.up, axis);
transform.GetComponent<MeshFilter>().mesh = mesh;
transform.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Standard"));
}
```
使用这个脚本,你可以通过提供一个方向向量来生成半球体 mesh,如下:
```
public Vector3 direction = Vector3.forward;
void Start() {
Vector3 up = Vector3.up;
if (Mathf.Abs(Vector3.Dot(up, direction)) == 1) {
up = Vector3.right;
}
Vector3 axis = Vector3.Cross(direction, up).normalized;
transform.rotation = Quaternion.LookRotation(direction, axis);
HalfSphere halfSphere = gameObject.AddComponent<HalfSphere>();
halfSphere.axis = direction;
}
```