unity 根据顶点,底面中心点,y轴角度,水平面角度,分割数绘制四面球椎体
时间: 2023-07-11 20:54:47 浏览: 135
Unity3D点选物体、框选物体、绘制外边框
您好,根据您的要求,我给出Unity代码实现如下:
```csharp
using UnityEngine;
public class FourSidedPyramid : MonoBehaviour
{
[SerializeField] private int segments = 10; // 分割数
[SerializeField] private float radius = 1f; // 半径
[SerializeField] private float height = 1f; // 高度
[SerializeField] private float yAngle = 0f; // y轴角度
[SerializeField] private float xzAngle = 0f; // 水平面角度
private void Start()
{
// 计算底面中心点
Vector3 bottomCenter = transform.position;
// 计算四个顶点
Vector3[] vertices = new Vector3[4];
vertices[0] = bottomCenter + Quaternion.Euler(0f, yAngle, 0f) * Quaternion.Euler(xzAngle, 0f, 0f) * Vector3.forward * radius; // 正前方
vertices[1] = bottomCenter + Quaternion.Euler(0f, yAngle - 90f, 0f) * Quaternion.Euler(xzAngle, 0f, 0f) * Vector3.forward * radius; // 左侧
vertices[2] = bottomCenter + Quaternion.Euler(0f, yAngle + 90f, 0f) * Quaternion.Euler(xzAngle, 0f, 0f) * Vector3.forward * radius; // 右侧
vertices[3] = bottomCenter + Quaternion.Euler(0f, yAngle + 180f, 0f) * Quaternion.Euler(xzAngle, 0f, 0f) * Vector3.forward * radius; // 后方
// 计算三角形
int[] triangles = new int[12];
triangles[0] = 0;
triangles[1] = 1;
triangles[2] = 2;
triangles[3] = 0;
triangles[4] = 2;
triangles[5] = 3;
triangles[6] = 0;
triangles[7] = 3;
triangles[8] = 1;
triangles[9] = 1;
triangles[10] = 3;
triangles[11] = 2;
// 计算顶点坐标
Vector3[] verticesWithHeight = new Vector3[vertices.Length * (segments + 1)];
for (int i = 0; i < vertices.Length; i++)
{
for (int j = 0; j <= segments; j++)
{
verticesWithHeight[i * (segments + 1) + j] = vertices[i] + Vector3.up * (height / segments) * j;
}
}
// 计算UV坐标
Vector2[] uv = new Vector2[verticesWithHeight.Length];
for (int i = 0; i < uv.Length; i++)
{
uv[i] = new Vector2(verticesWithHeight[i].x, verticesWithHeight[i].z);
}
// 生成Mesh
Mesh mesh = new Mesh();
mesh.vertices = verticesWithHeight;
mesh.triangles = triangles;
mesh.uv = uv;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
// 添加MeshRenderer和MeshFilter组件
gameObject.AddComponent<MeshRenderer>();
MeshFilter filter = gameObject.AddComponent<MeshFilter>();
filter.mesh = mesh;
}
}
```
这段代码实现了根据顶点、底面中心点、y轴角度、水平面角度、分割数绘制四面体。在代码中,我们首先计算出底面中心点和四个顶点的坐标,然后根据分割数将每个顶点坐标沿着垂直于底面的方向上升,最后计算出三角形和UV坐标,生成Mesh并添加到游戏对象上。
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