用unity实现功能,给圆柱体管道mesh的两端添加半球型的mesh作为盖子
时间: 2023-05-21 22:03:35 浏览: 60
可以使用Unity的Mesh.CombineMeshes()方法将圆柱体管道和半球型的mesh合并成一个完整的模型。具体实现方法可以参考以下代码:
```csharp
using UnityEngine;
public class CylinderWithCaps : MonoBehaviour
{
public float radius = 1f;
public float height = 1f;
public int segments = 16;
void Start()
{
// Create cylinder mesh
Mesh cylinderMesh = CreateCylinderMesh(radius, height, segments);
// Create cap mesh
Mesh capMesh = CreateCapMesh(radius, segments);
// Combine meshes
Mesh combinedMesh = new Mesh();
CombineInstance[] combineInstances = new CombineInstance[3];
combineInstances[0].mesh = cylinderMesh;
combineInstances[0].transform = transform.localToWorldMatrix;
combineInstances[1].mesh = capMesh;
combineInstances[1].transform = transform.localToWorldMatrix * Matrix4x4.Translate(Vector3.up * height / 2);
combineInstances[2].mesh = capMesh;
combineInstances[2].transform = transform.localToWorldMatrix * Matrix4x4.Translate(Vector3.down * height / 2) * Matrix4x4.Rotate(Quaternion.Euler(180, 0, 0));
combinedMesh.CombineMeshes(combineInstances);
// Assign combined mesh to mesh filter
GetComponent<MeshFilter>().mesh = combinedMesh;
}
Mesh CreateCylinderMesh(float radius, float height, int segments)
{
Mesh mesh = new Mesh();
// Vertices
Vector3[] vertices = new Vector3[(segments + 1) * 2];
for (int i = 0; i <= segments; i++)
{
float angle = i * Mathf.PI * 2 / segments;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i] = new Vector3(x, height / 2, z);
vertices[i + segments + 1] = new Vector3(x, -height / 2, z);
}
// Triangles
int[] triangles = new int[segments * 6];
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;
}
// Normals
Vector3[] normals = new Vector3[(segments + 1) * 2];
for (int i = 0; i <= segments; i++)
{
float angle = i * Mathf.PI * 2 / segments;
float x = Mathf.Cos(angle);
float z = Mathf.Sin(angle);
normals[i] = new Vector3(x, 0, z);
normals[i + segments + 1] = new Vector3(x, 0, z);
}
// UVs
Vector2[] uvs = new Vector2[(segments + 1) * 2];
for (int i = 0; i <= segments; i++)
{
float u = (float)i / segments;
uvs[i] = new Vector2(u, 1);
uvs[i + segments + 1] = new Vector2(u, 0);
}
// Assign arrays to mesh
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uvs;
return mesh;
}
Mesh CreateCapMesh(float radius, int segments)
{
Mesh mesh = new Mesh();
// Vertices
Vector3[] vertices = new Vector3[segments + 2];
vertices[0] = Vector3.zero;
for (int i = 0; i <= segments; i++)
{
float angle = i * Mathf.PI * 2 / segments;
float x = Mathf.Cos(angle) * radius;
float z = Mathf.Sin(angle) * radius;
vertices[i + 1] = new Vector3(x, 0, z);
}
// Triangles
int[] triangles = new int[segments * 3];
for (int i = 0; i < segments; i++)
{
triangles[i * 3] = 0;
triangles[i * 3 + 1] = i + 1;
triangles[i * 3 + 2] = i + 2;
}
// Normals
Vector3[] normals = new Vector3[segments + 2];
for (int i = 0; i <= segments; i++)
{
normals[i] = Vector3.up;
}
// UVs
Vector2[] uvs = new Vector2[segments + 2];
uvs[0] = new Vector2(0.5f, 0.5f);
for (int i = 0; i <= segments; i++)
{
float angle = i * Mathf.PI * 2 / segments;
float u = Mathf.Cos(angle) * 0.5f + 0.5f;
float v = Mathf.Sin(angle) * 0.5f + 0.5f;
uvs[i + 1] = new Vector2(u, v);
}
// Assign arrays to mesh
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uvs;
return mesh;
}
}
```