unity 通过代码生成 半球体mesh
时间: 2023-05-18 10:02:47 浏览: 270
可以使用以下代码生成半球体mesh:
```csharp
using UnityEngine;
public class HalfSphereMeshGenerator : MonoBehaviour
{
public int segments = 10;
public float radius = 1f;
private MeshFilter meshFilter;
private void Awake()
{
meshFilter = GetComponent<MeshFilter>();
meshFilter.mesh = GenerateHalfSphereMesh();
}
private Mesh GenerateHalfSphereMesh()
{
Mesh mesh = new Mesh();
int verticesCount = (segments + 1) * (segments + 1) / 2;
Vector3[] vertices = new Vector3[verticesCount];
Vector2[] uv = new Vector2[verticesCount];
int[] triangles = new int[segments * segments * 6];
int vertexIndex = 0;
int triangleIndex = 0;
for (int y = 0; y <= segments; y++)
{
for (int x = 0; x <= segments - y; x++)
{
float u = (float)x / segments;
float v = (float)y / segments;
float theta = u * Mathf.PI * 2f;
float phi = v * Mathf.PI / 2f;
float xPosition = Mathf.Cos(theta) * Mathf.Sin(phi) * radius;
float yPosition = Mathf.Cos(phi) * radius;
float zPosition = Mathf.Sin(theta) * Mathf.Sin(phi) * radius;
vertices[vertexIndex] = new Vector3(xPosition, yPosition, zPosition);
uv[vertexIndex] = new Vector2(u, v);
if (x < segments - y && y < segments)
{
triangles[triangleIndex] = vertexIndex;
triangles[triangleIndex + 1] = vertexIndex + segments - y + 1;
triangles[triangleIndex + 2] = vertexIndex + segments - y;
triangles[triangleIndex + 3] = vertexIndex;
triangles[triangleIndex + 4] = vertexIndex + 1;
triangles[triangleIndex + 5] = vertexIndex + segments - y + 1;
triangleIndex += 6;
}
vertexIndex++;
}
}
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
mesh.RecalculateNormals();
return mesh;
}
}
```
这个脚本可以将一个半球体mesh生成并赋值给一个MeshFilter组件。可以通过调整segments和radius参数来控制半球体的细节和大小。
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