用Unity实现一个功能,根据鼠标在屏幕上点击滑动的位置实时生成圆柱形管道mesh,管道的其实和终止位置是半球体的mesh盖子
时间: 2023-05-21 18:03:16 浏览: 111
可以使用Unity的Mesh类来实现这个功能。首先,需要在鼠标点击和滑动时获取鼠标的位置信息,然后根据这些信息计算出管道的起始和终止位置。接着,可以使用Mesh类的方法来创建圆柱体和半球体的Mesh,并将它们合并成一个完整的管道Mesh。最后,将这个Mesh赋给一个GameObject的MeshFilter组件,就可以在屏幕上实时生成圆柱形管道了。如果需要更加详细的实现代码,可以参考Unity官方文档或者相关的教程。
相关问题
用Unity实现一个功能,根据鼠标在屏幕上点击滑动的位置实时生成圆柱形管道mesh
可以使用Unity的Mesh类来实现这个功能。首先,需要在场景中创建一个空物体作为管道的父物体,然后在该物体上添加一个MeshFilter组件和一个MeshRenderer组件。
接下来,需要编写一个脚本来生成管道的Mesh。在脚本中,可以使用Mesh类的方法来创建圆柱形的顶点、三角形和UV坐标。然后,将生成的Mesh赋值给MeshFilter组件的mesh属性,就可以在屏幕上实时显示出管道了。
以下是一个简单的示例代码:
```csharp
using UnityEngine;
public class PipeGenerator : MonoBehaviour
{
public float radius = 1.0f;
public float height = 1.0f;
private MeshFilter meshFilter;
void Start()
{
meshFilter = GetComponent<MeshFilter>();
}
void Update()
{
if (Input.GetMouseButton(0))
{
Vector3 mousePos = Input.mousePosition;
mousePos.z = Camera.main.transform.position.y;
Vector3 worldPos = Camera.main.ScreenToWorldPoint(mousePos);
GeneratePipe(worldPos);
}
}
void GeneratePipe(Vector3 position)
{
int segments = 16;
float angleStep = 2 * Mathf.PI / segments;
Vector3[] vertices = new Vector3[segments * 2];
Vector2[] uv = new Vector2[segments * 2];
int[] triangles = new int[segments * 6];
for (int i = 0; i < segments; i++)
{
float angle = i * angleStep;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i] = new Vector3(x, 0, z) + position;
vertices[i + segments] = new Vector3(x, height, z) + position;
uv[i] = new Vector2((float)i / segments, 0);
uv[i + segments] = new Vector2((float)i / segments, 1);
if (i < segments - 1)
{
triangles[i * 6] = i;
triangles[i * 6 + 1] = i + segments;
triangles[i * 6 + 2] = i + 1;
triangles[i * 6 + 3] = i + 1;
triangles[i * 6 + 4] = i + segments;
triangles[i * 6 + 5] = i + segments + 1;
}
else
{
triangles[i * 6] = i;
triangles[i * 6 + 1] = i + segments;
triangles[i * 6 + 2] = 0;
triangles[i * 6 + 3] = 0;
triangles[i * 6 + 4] = i + segments;
triangles[i * 6 + 5] = segments;
}
}
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
meshFilter.mesh = mesh;
}
}
```
在这个脚本中,使用了Input类来检测鼠标的点击和拖动事件,然后根据鼠标的位置生成圆柱形的Mesh。在生成Mesh时,使用了圆柱形的参数来计算顶点、三角形和UV坐标,然后将它们赋值给Mesh类的属性。最后,将生成的Mesh赋值给MeshFilter组件的mesh属性,就可以在屏幕上实时显示出管道了。
用Unity实现一个功能,根据手指在屏幕上滑动的位置实时生成圆柱形管道mesh,管道的两端是半球体mesh
可以使用Unity的Mesh类来实现这个功能。首先,需要在代码中创建一个空的Mesh对象,并设置其顶点、三角形和UV坐标等属性。然后,在每一帧中,根据手指在屏幕上的滑动位置计算出管道的形状,并更新Mesh对象的属性。最后,将Mesh对象渲染到屏幕上即可。
以下是一个简单的实现示例:
```csharp
using UnityEngine;
public class PipeGenerator : MonoBehaviour
{
public float radius = 1.0f;
public float height = 1.0f;
public int segments = 16;
private MeshFilter meshFilter;
private Mesh mesh;
private Vector3[] vertices;
private int[] triangles;
private Vector2[] uv;
private Vector2 lastPosition;
void Start()
{
meshFilter = GetComponent<MeshFilter>();
mesh = new Mesh();
meshFilter.mesh = mesh;
vertices = new Vector3[(segments + 1) * 2];
triangles = new int[segments * 6];
uv = new Vector2[(segments + 1) * 2];
for (int i = 0; i <= segments; i++)
{
float angle = i * Mathf.PI * 2.0f / segments;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i] = new Vector3(x, 0.0f, z);
vertices[i + segments + 1] = new Vector3(x, height, z);
uv[i] = new Vector2((float)i / segments, 0.0f);
uv[i + segments + 1] = new Vector2((float)i / segments, 1.0f);
}
for (int i = 0; i < segments; i++)
{
triangles[i * 6] = i;
triangles[i * 6 + 1] = i + segments + 1;
triangles[i * 6 + 2] = i + 1;
triangles[i * 6 + 3] = i + 1;
triangles[i * 6 + 4] = i + segments + 1;
triangles[i * 6 + 5] = i + segments + 2;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
}
void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.phase == TouchPhase.Moved)
{
Vector2 deltaPosition = touch.position - lastPosition;
float angle = deltaPosition.x / Screen.width * Mathf.PI * 2.0f;
float distance = deltaPosition.y / Screen.height * height;
for (int i = 0; i <= segments; i++)
{
float x = Mathf.Cos(angle + i * Mathf.PI * 2.0f / segments) * (radius + distance);
float z = Mathf.Sin(angle + i * Mathf.PI * 2.0f / segments) * (radius + distance);
vertices[i] = new Vector3(x, 0.0f, z);
vertices[i + segments + 1] = new Vector3(x, height, z);
}
mesh.vertices = vertices;
}
lastPosition = touch.position;
}
}
}
```
这个脚本可以挂载到一个空的GameObject上,然后将其Mesh Filter组件的Mesh属性设置为一个空的Mesh对象。在运行时,手指在屏幕上滑动时,会根据手指的位置动态生成管道的形状,并更新Mesh对象的属性。