unity通过代码生成一个胶囊体mesh
时间: 2023-05-20 09:06:30 浏览: 94
可以使用以下代码生成一个胶囊体mesh:
```csharp
using UnityEngine;
public class CapsuleGenerator : MonoBehaviour
{
public float radius = 0.5f;
public float height = 2.0f;
public int segments = 16;
void Start()
{
MeshFilter meshFilter = GetComponent<MeshFilter>();
Mesh mesh = new Mesh();
meshFilter.mesh = mesh;
int numVertices = (segments + 1) * (segments + 1) + 2;
int numTriangles = segments * segments * 2 + segments * 6;
Vector3[] vertices = new Vector3[numVertices];
int[] triangles = new int[numTriangles * 3];
int vertexIndex = 0;
float angleStep = Mathf.PI * 2 / segments;
// Generate top and bottom vertices
vertices[vertexIndex++] = Vector3.up * height * 0.5f;
for (int i = 0; i <= segments; i++)
{
float angle = angleStep * i;
vertices[vertexIndex++] = new Vector3(Mathf.Sin(angle) * radius, height * 0.5f - radius, Mathf.Cos(angle) * radius);
}
vertices[vertexIndex++] = Vector3.down * height * 0.5f;
for (int i = 0; i <= segments; i++)
{
float angle = angleStep * i;
vertices[vertexIndex++] = new Vector3(Mathf.Sin(angle) * radius, -height * 0.5f + radius, Mathf.Cos(angle) * radius);
}
// Generate middle vertices
for (int i = 1; i < segments; i++)
{
float angle1 = angleStep * i;
float y1 = Mathf.Cos(angle1) * radius;
float r1 = Mathf.Sin(angle1) * radius;
for (int j = 0; j <= segments; j++)
{
float angle2 = angleStep * j;
vertices[vertexIndex++] = new Vector3(Mathf.Sin(angle2) * r1, y1, Mathf.Cos(angle2) * r1);
}
}
// Generate top and bottom triangles
int triangleIndex = 0;
for (int i = 1; i <= segments; i++)
{
triangles[triangleIndex++] = 0;
triangles[triangleIndex++] = i + 1;
triangles[triangleIndex++] = i;
}
triangles[triangleIndex++] = 0;
triangles[triangleIndex++] = 1;
triangles[triangleIndex++] = segments + 1;
for (int i = 1; i <= segments; i++)
{
triangles[triangleIndex++] = numVertices - 1;
triangles[triangleIndex++] = numVertices - 2 - i;
triangles[triangleIndex++] = numVertices - 1 - i;
}
triangles[triangleIndex++] = numVertices - 1;
triangles[triangleIndex++] = numVertices - segments - 2;
triangles[triangleIndex++] = numVertices - 2;
// Generate middle triangles
for (int i = 0; i < segments; i++)
{
int i1 = i + 1;
for (int j = 0; j < segments; j++)
{
int j1 = j + 1;
int v1 = (segments + 1) * i + j + 1;
int v2 = (segments + 1) * i + j1 + 1;
int v3 = (segments + 1) * i1 + j1 + 1;
int v4 = (segments + 1) * i1 + j + 1;
triangles[triangleIndex++] = v1;
triangles[triangleIndex++] = v2;
triangles[triangleIndex++] = v3;
triangles[triangleIndex++] = v1;
triangles[triangleIndex++] = v3;
triangles[triangleIndex++] = v4;
}
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
}
}
```
这段代码将在场景中创建一个胶囊体,并将其网格渲染器的网格设置为通过代码生成的胶囊体网格。