unity根据底面长宽,顶点,底面中心点,四个参数绘制球锥体
时间: 2023-07-11 22:54:37 浏览: 98
以下是一种根据底面长宽、顶点、底面中心点等参数绘制球锥体的示例代码:
```csharp
using UnityEngine;
public class SphericalCone : MonoBehaviour
{
public float radius = 1.0f; // 底面半径
public float height = 1.0f; // 高度
public Vector3 vertex = Vector3.zero; // 顶点位置
public Vector3 center = Vector3.zero; // 底面中心点位置
private Mesh mesh;
private void Start()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
GenerateMesh();
}
private void GenerateMesh()
{
// 计算底面圆上的点
Vector3[] points = new Vector3[32];
float angle = 0.0f;
float angleStep = 2.0f * Mathf.PI / points.Length;
for (int i = 0; i < points.Length; i++)
{
points[i] = new Vector3(center.x + radius * Mathf.Cos(angle), center.y, center.z + radius * Mathf.Sin(angle));
angle += angleStep;
}
// 计算顶点到底面圆上点的向量
Vector3[] normals = new Vector3[points.Length];
for (int i = 0; i < points.Length; i++)
{
normals[i] = (points[i] - vertex).normalized;
}
// 计算三角形索引
int[] indices = new int[(points.Length - 1) * 3];
for (int i = 0; i < points.Length - 1; i++)
{
indices[i * 3] = i;
indices[i * 3 + 1] = i + 1;
indices[i * 3 + 2] = points.Length - 1;
}
// 创建Mesh
mesh.vertices = new Vector3[points.Length + 1];
mesh.normals = new Vector3[points.Length + 1];
mesh.triangles = new int[indices.Length + 3];
for (int i = 0; i < points.Length; i++)
{
mesh.vertices[i] = points[i];
mesh.normals[i] = normals[i];
}
mesh.vertices[points.Length] = vertex;
mesh.normals[points.Length] = (vertex - center).normalized;
for (int i = 0; i < indices.Length; i++)
{
mesh.triangles[i] = indices[i];
}
mesh.triangles[indices.Length] = points.Length - 1;
mesh.triangles[indices.Length + 1] = indices[0];
mesh.triangles[indices.Length + 2] = 0;
mesh.RecalculateBounds();
}
}
```
在这个示例代码中,我们首先根据底面半径和底面圆上的点数量,计算出底面圆上的点的位置。然后,我们计算每个底面圆上的点与顶点之间的向量,以及每个底面圆上的点的法向量。接着,我们根据底面圆上的点和三角形索引,创建球锥体的Mesh。最后,我们将Mesh赋值给MeshFilter组件,以显示球锥体。
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