unity 通过代码给一个圆柱体mesh的两端添加半球体的mesh
时间: 2023-05-18 07:02:56 浏览: 61
可以使用Unity自带的Mesh.CombineMeshes()方法将圆柱体和两个半球体的Mesh合并成一个Mesh。具体实现可以参考以下代码:
```csharp
using UnityEngine;
public class CylinderWithSpheres : MonoBehaviour
{
public float radius = 1f;
public float height = 2f;
public int segments = 16;
void Start()
{
MeshFilter meshFilter = GetComponent<MeshFilter>();
if (meshFilter == null)
{
meshFilter = gameObject.AddComponent<MeshFilter>();
}
MeshRenderer meshRenderer = GetComponent<MeshRenderer>();
if (meshRenderer == null)
{
meshRenderer = gameObject.AddComponent<MeshRenderer>();
}
Mesh cylinderMesh = CreateCylinderMesh();
Mesh sphereMesh = CreateSphereMesh();
Mesh combinedMesh = new Mesh();
combinedMesh.CombineMeshes(new CombineInstance[] {
new CombineInstance() { mesh = cylinderMesh },
new CombineInstance() { mesh = sphereMesh, transform = Matrix4x4.Translate(Vector3.up * height / 2f) },
new CombineInstance() { mesh = sphereMesh, transform = Matrix4x4.Translate(Vector3.down * height / 2f) },
});
meshFilter.mesh = combinedMesh;
}
Mesh CreateCylinderMesh()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[(segments + 1) * 2];
int[] triangles = new int[segments * 6];
for (int i = 0; i <= segments; i++)
{
float angle = i * Mathf.PI * 2f / segments;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i * 2] = new Vector3(x, 0f, z);
vertices[i * 2 + 1] = new Vector3(x, height, z);
}
for (int i = 0; i < segments; i++)
{
triangles[i * 6] = i * 2;
triangles[i * 6 + 1] = i * 2 + 1;
triangles[i * 6 + 2] = i * 2 + 3;
triangles[i * 6 + 3] = i * 2;
triangles[i * 6 + 4] = i * 2 + 3;
triangles[i * 6 + 5] = i * 2 + 2;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
return mesh;
}
Mesh CreateSphereMesh()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[(segments + 1) * (segments + 1)];
int[] triangles = new int[segments * segments * 6];
for (int i = 0; i <= segments; i++)
{
float lat = Mathf.PI / 2f - i * Mathf.PI / segments;
float y = Mathf.Sin(lat) * radius;
float r = Mathf.Cos(lat) * radius;
for (int j = 0; j <= segments; j++)
{
float lon = j * Mathf.PI * 2f / segments;
float x = Mathf.Cos(lon) * r;
float z = Mathf.Sin(lon) * r;
vertices[i * (segments + 1) + j] = new Vector3(x, y, z);
}
}
for (int i = 0; i < segments; i++)
{
for (int j = 0; j < segments; j++)
{
int index = i * segments + j;
triangles[index * 6] = i * (segments + 1) + j;
triangles[index * 6 + 1] = i * (segments + 1) + j + 1;
triangles[index * 6 + 2] = (i + 1) * (segments + 1) + j;
triangles[index * 6 + 3] = i * (segments + 1) + j + 1;
triangles[index * 6 + 4] = (i + 1) * (segments + 1) + j + 1;
triangles[index * 6 + 5] = (i + 1) * (segments + 1) + j;
}
}
mesh.vertices = vertices;
mesh.triangles = triangles;
return mesh;
}
}
```