unity mesh 生成胶囊体
时间: 2023-05-16 07:07:15 浏览: 78
可以使用Unity的ProBuilder工具来生成胶囊体。首先,打开ProBuilder窗口,选择“Shape”选项卡,然后选择“Capsule”形状。在场景中单击并拖动以调整胶囊体的大小和位置。最后,将胶囊体转换为网格,然后将其保存为预制件以便在需要时重复使用。
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unity 通过代码生成 胶囊体mesh
可以使用Unity自带的Mesh类来生成胶囊体的Mesh。以下是示例代码:
```csharp
using UnityEngine;
public class CapsuleGenerator : MonoBehaviour
{
public float radius = 0.5f;
public float height = 2.0f;
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) * 2 + segments * 2];
int[] triangles = new int[segments * 6 * 2 + segments * 3 * 2];
float angleStep = Mathf.PI * 2.0f / segments;
// Generate top and bottom caps
for (int i = 0; i <= segments; i++)
{
float angle = angleStep * i;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i] = new Vector3(x, height * 0.5f, z);
vertices[i + segments + 1] = new Vector3(x, -height * 0.5f, z);
}
// Generate cylinder body
int vertexIndex = (segments + 1) * 2;
for (int i = 0; i < segments; i++)
{
float angle = angleStep * i;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[vertexIndex] = new Vector3(x, height * 0.5f, z);
vertices[vertexIndex + 1] = new Vector3(x, -height * 0.5f, z);
vertexIndex += 2;
}
// Generate top cap triangles
int triangleIndex = 0;
for (int i = 0; i < segments; i++)
{
triangles[triangleIndex++] = i;
triangles[triangleIndex++] = i + 1;
triangles[triangleIndex++] = i + segments + 1;
}
// Generate bottom cap triangles
for (int i = 0; i < segments; i++)
{
triangles[triangleIndex++] = i + segments + 2;
triangles[triangleIndex++] = i + 1 + segments + 2;
triangles[triangleIndex++] = i + segments + 1 + segments + 2;
}
// Generate cylinder body triangles
for (int i = 0; i < segments; i++)
{
int vi = (segments + 1) * 2 + i * 2;
triangles[triangleIndex++] = vi;
triangles[triangleIndex++] = vi + 1;
triangles[triangleIndex++] = vi + 2;
triangles[triangleIndex++] = vi + 2;
triangles[triangleIndex++] = vi + 1;
triangles[triangleIndex++] = vi + 3;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
}
```
这段代码会在场景中创建一个空物体,并在其上添加一个MeshFilter组件和一个CapsuleGenerator脚本。在CapsuleGenerator脚本中,我们使用Mesh类来生成胶囊体的Mesh,并将其赋值给MeshFilter组件的mesh属性。在Start()方法中,我们首先生成顶部和底部的圆盖,并将它们放在顶部和底部。然后,我们生成圆柱体的侧面,并将它们放在中间。最后,我们生成三角形索引数组,并将其赋值给Mesh类的triangles属性。
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。