unity 实时更新动态路径mesh
时间: 2023-08-21 10:02:47 浏览: 197
如果你需要在运行时实时更新动态路径的Mesh,可以在上一个示例中稍作修改。具体来说,你需要在Update方法中更新Mesh的顶点和法线,并调用Mesh的RecalculateTangents方法重新计算切线。
下面是修改后的示例代码:
```csharp
using UnityEngine;
public class DynamicPathMesh : MonoBehaviour
{
public Transform[] pathPoints; // 路径点
private MeshFilter meshFilter;
private MeshRenderer meshRenderer;
private Mesh mesh;
void Start()
{
// 获取Mesh组件
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
// 创建Mesh
mesh = new Mesh();
mesh.name = "PathMesh";
// 初始化Mesh的顶点和索引
Vector3[] vertices = new Vector3[pathPoints.Length];
int[] indices = new int[(pathPoints.Length - 1) * 6];
for (int i = 0; i < pathPoints.Length; i++)
{
vertices[i] = pathPoints[i].position;
if (i > 0)
{
int j = (i - 1) * 6;
indices[j] = i - 1;
indices[j + 1] = i;
indices[j + 2] = i - 1 + pathPoints.Length;
indices[j + 3] = i - 1 + pathPoints.Length;
indices[j + 4] = i;
indices[j + 5] = i + pathPoints.Length;
}
}
mesh.vertices = vertices;
mesh.triangles = indices;
// 计算法线和切线
mesh.RecalculateNormals();
mesh.RecalculateTangents();
// 将Mesh赋值给组件
meshFilter.mesh = mesh;
meshRenderer.enabled = true;
}
void Update()
{
// 更新Mesh的顶点和法线
Vector3[] vertices = mesh.vertices;
for (int i = 0; i < pathPoints.Length; i++)
{
vertices[i] = pathPoints[i].position;
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
// 重新计算切线
mesh.RecalculateTangents();
}
}
```
这个脚本将根据传入的路径点实时更新路径的Mesh,并将其赋值给物体的Mesh Filter组件。你可以将这个脚本挂载到一个物体上,然后设置路径点即可。
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