创建一个扇形Mesh

using UnityEngine;
using System.Collections;

/* ==============================================================================
 * 功能描述:测试Mesh创建
 * 创 建 者:cjunhong
 * Q    Q  :327112182
 * 创建日期:2014/11/26 11:23:58
 * ==============================================================================*/
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TestMesh : MonoBehaviour {


    public float radius = 2;
    public float angleDegree = 100;
    public int segments = 10;
    public int angleDegreePrecision = 1000;
    public int radiusPrecision = 1000;

    private MeshFilter meshFilter;

    private SectorMeshCreator creator = new SectorMeshCreator();

    [ExecuteInEditMode]
    private void Awake()
    {

        meshFilter = GetComponent<MeshFilter>();
    }

    private void Update()
    {
        meshFilter.mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
    }

    void OnDrawGizmos()
    {
        Gizmos.color = Color.gray;
        DrawMesh();
    }

    void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.green;
        DrawMesh();
    }

    private void DrawMesh()
    {
        Mesh mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
        int[] tris = mesh.triangles;
        for (int i = 0; i < tris.Length; i+=3)
        {
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 1]]));
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 2]]));
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i+1]]), convert2World(mesh.vertices[tris[i + 2]]));
        }
    }

    private Vector3 convert2World(Vector3 src)
    {
        return transform.TransformPoint(src);
    }

    private class SectorMeshCreator
    {
        private float radius;
        private float angleDegree;
        private int segments;

        private Mesh cacheMesh ;

        /// <summary>
        /// 创建一个扇形Mesh
        /// </summary>
        /// <param name="radius">扇形半价</param>
        /// <param name="angleDegree">扇形角度</param>
        /// <param name="segments">扇形弧线分段数</param>
        /// <param name="angleDegreePrecision">扇形角度精度(在满足精度范围内,认为是同个角度)</param>
        /// <param name="radiusPrecision">
        /// <pre>
        /// 扇形半价精度(在满足半价精度范围内,被认为是同个半价)。
        /// 比如:半价精度为1000,则:1.001和1.002不被认为是同个半径。因为放大1000倍之后不相等。
        /// 如果半价精度设置为100,则1.001和1.002可认为是相等的。
        /// </pre>
        /// </param>
        /// <returns></returns>
        public Mesh CreateMesh(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
        {
            if (checkDiff(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision))
            {
                Mesh newMesh = Create(radius, angleDegree, segments);
                if (newMesh != null)
                {
                    cacheMesh = newMesh;
                    this.radius = radius;
                    this.angleDegree = angleDegree;
                    this.segments = segments;
                }
            }
            return cacheMesh;
        }

        private Mesh Create(float radius, float angleDegree, int segments)
        {

            if (segments == 0)
            {
                segments = 1;
#if UNITY_EDITOR
                Debug.Log("segments must be larger than zero.");
#endif
            }

            Mesh mesh = new Mesh();
            Vector3[] vertices = new Vector3[3 + segments - 1];
            vertices[0] = new Vector3(0, 0, 0);

            float angle = Mathf.Deg2Rad * angleDegree;
            float currAngle = angle / 2;
            float deltaAngle = angle / segments;
            for (int i = 1; i < vertices.Length; i++)
            {
                vertices[i] = new Vector3(Mathf.Cos(currAngle) * radius, 0, Mathf.Sin(currAngle) * radius);
                currAngle -= deltaAngle;
            }

            int[] triangles = new int[segments * 3];
            for (int i = 0, vi = 1; i < triangles.Length; i += 3, vi++)
            {
                triangles[i] = 0;
                triangles[i + 1] = vi;
                triangles[i + 2] = vi + 1;
            }

            mesh.vertices = vertices;
            mesh.triangles = triangles;

            Vector2[] uvs = new Vector2[vertices.Length];
            for (int i = 0; i < uvs.Length; i++)
            {
                uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
            }
            mesh.uv = uvs;

            return mesh;
        }

        private bool checkDiff(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
        {
            return segments != this.segments || (int)((angleDegree - this.angleDegree) * angleDegreePrecision) != 0 ||
                   (int)((radius - this.radius) * radiusPrecision) != 0;
        }
    }

    
}

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unity使用 public float radius = 1f; // 扇形的半径 public float angle = 90f; // 扇形的角度(以度为单位) public int segments = 24; // 扇形的分段数 private MeshFilter meshFilter; private MeshRenderer meshRenderer; public LayerMask layerMask; void Start() { meshFilter = GetComponent<MeshFilter>(); // 获取 MeshFilter 组件 meshRenderer = GetComponent<MeshRenderer>(); // 获取 MeshRenderer 组件 GenerateMesh(); // 生成扇形网格 } void GenerateMesh() { Mesh mesh = new Mesh(); // 创建一个新的网格对象 mesh = Generate(mesh); meshFilter.mesh = mesh; // 将生成的网格赋给 MeshFilter 组件 } private void Update() { meshFilter.mesh = Generate(meshFilter.mesh); CheckCollision(); } Mesh Generate(Mesh mesh) { Vector3[] vertices = new Vector3[segments + 2]; // 存储扇形的顶点数组,数组长度为分段数加 2 int[] triangles = new int[segments * 3]; // 存储扇形的三角形索引数组,数组长度为分段数乘以 3 vertices[0] = Vector3.zero; // 第一个顶点为圆心(0,0,0) float angleStep = angle / segments; // 计算每个分段的角度 for (int i = 1; i <= segments + 1; i++) // 构建扇形的顶点 { float a = angleStep * (i - 1) * Mathf.Deg2Rad; // 计算当前顶点的角度 vertices[i] = new Vector3(Mathf.Cos(a) * radius, 0f, Mathf.Sin(a) * radius); // 根据角度和半径计算顶点的坐标 } for (int i = 0; i < segments; i++) // 构建扇形的三角形索引 { triangles[i * 3] = 0; // 第一个顶点为圆心 triangles[i * 3 + 1] = i + 1; // 当前分段的第一个顶点 triangles[i * 3 + 2] = i + 2; // 下一个分段的第一个顶点 } mesh.vertices = vertices; // 设置网格的顶点数组 mesh.triangles = triangles; // 设置网格的三角形索引数组 return mesh; } 生成的扇形面由顶点向弧线发射射线,射线检测到的扇形面显示绿色,检测不到的显示红色,具体方法加注释
06-13
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