unity 生成指定半径和细分数的球体
时间: 2023-05-23 22:06:52 浏览: 97
A:
在Unity中,可以使用自带的CreatePrimitive函数创建球体,其可以指定半径,但无法指定细分数。如果需要更加细致的球体,可以使用Unity相关的网格编辑器或者自行编写算法。
以下是使用Unity自带的CreatePrimitive函数创建球体的代码:
```
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.localScale = new Vector3(radius, radius, radius);
```
其中,radius为球体的半径。如果需要更细致的球体,可以使用Unity自带的球体模型,并通过脚本设置其半径和细分数。
```
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.localScale = new Vector3(radius, radius, radius);
Mesh sphereMesh = sphere.GetComponent<MeshFilter>().mesh;
sphereMesh.RecalculateNormals();
sphereMesh.RecalculateBounds();
Vector3[] newVertices = sphereMesh.vertices;
for(int i = 0; i < sphereMesh.triangles.Length; i += 3)
{
Vector3 v1 = newVertices[sphereMesh.triangles[i]];
Vector3 v2 = newVertices[sphereMesh.triangles[i+1]];
Vector3 v3 = newVertices[sphereMesh.triangles[i+2]];
for(int j = 0; j < recursionLevel; j++)
{
Vector3 v1mid = Vector3.Lerp(v1, v2, 0.5f);
Vector3 v2mid = Vector3.Lerp(v2, v3, 0.5f);
Vector3 v3mid = Vector3.Lerp(v3, v1, 0.5f);
newVertices[sphereMesh.triangles[i]] = v1;
newVertices[sphereMesh.triangles[i+1]] = v2;
newVertices[sphereMesh.triangles[i+2]] = v3;
newVertices[newVertices.Length] = v1mid;
newVertices[newVertices.Length] = v2mid;
newVertices[newVertices.Length] = v3mid;
sphereMesh.triangles[i] = newVertices.Length - 3;
sphereMesh.triangles[i+1] = newVertices.Length - 2;
sphereMesh.triangles[i+2] = newVertices.Length - 1;
v1 = v1mid;
v2 = v2mid;
v3 = v3mid;
}
}
sphereMesh.vertices = newVertices;
sphereMesh.RecalculateNormals();
sphereMesh.RecalculateBounds();
```
其中,radius为球体的半径,recursionLevel为细分数。
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