Unity软管Mesh代码生成

  1. 新建一个GameObject,然后挂载脚本BezierPipe;
  2. 新建GameObject (1)和GameObject (2),position分别设置为(0,0,0)和(0,0,1);
  3. 将GameObject (1)和GameObject (2)拖入脚本BezierPipe中,如图所示;
  4. 勾选上Update;
  5. 场景中生成软管模型;

代码设置方式
效果图
6. 创建材质球拖入MeshRenderer中;
在这里插入图片描述

 using UnityEngine;
using System.Collections.Generic;

public struct BezierLineSegment
{
    public Vector3 fromPoint;
    public Vector3 toPoint;
    public Vector3 controlPoint;
    public Quaternion fromDir;
    public Quaternion toDir;

    public void CalculateDir()
    {
        fromDir = Quaternion.FromToRotation(Vector3.forward, controlPoint - fromPoint);
        toDir = Quaternion.FromToRotation(Vector3.forward, toPoint - controlPoint);
    }

    public bool IsStraight()
    {
        return fromDir == toDir;
    }
}
public class Bezier
{
    public static Vector3 GetPoint(Vector3 p0, Vector3 p1, Vector3 p2, float t)
    {
        t = Mathf.Clamp01(t);
        float oneMinusT = 1f - t;
        return oneMinusT * oneMinusT * p0 + 2f * oneMinusT * t * p1 + t * t * p2;
    }
}
/// <summary>
/// 软管处理
/// </summary>
[ExecuteInEditMode]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
public class BezierPipe : MonoBehaviour
{

    public float cornerScale = 1f;
    [Range(1, 100)]
    public int cornerStep = 10;
    [Range(2, 100)]
    public int circleStep = 10;

    public float r = 0.1f;

    public Transform point1;
    public Vector3 point1Dir = Vector3.up;
    public Transform point2;
    public Vector3 point2Dir = Vector3.up;

    public bool update = false;

    public Mesh mesh;
    List<Vector3> verts = new List<Vector3>();
    List<int> triangles = new List<int>();
    private MeshCollider mc;

    // Use this for initialization
    void Start()
    {
        mesh = new Mesh();
        mesh.name = "Pipe";
        MeshFilter mf = GetComponent<MeshFilter>();
        if (mf != null)
        {
            mf.sharedMesh = mesh;
        }
        mc = GetComponent<MeshCollider>();
        if (mc != null)
        {
            mc.sharedMesh = mesh;
        }
        BuildMesh();
    }

    // Update is called once per frame
    void LateUpdate()
    {
        if (update)
        {
            BuildMesh();
        }
    }

    void GetCirclePoint(Vector3 pos, Quaternion dir, bool draw)
    {
        for (int a = 0; a <= circleStep; a++)
        {
            float p = 2 * Mathf.PI * a / circleStep;
            Vector3 cp = new Vector3(r * Mathf.Cos(p), r * Mathf.Sin(p), 0);
            cp = dir * cp + pos;
            //if(draw)
            //    Gizmos.DrawSphere(cp, 0.0005f);
            cp = transform.worldToLocalMatrix.MultiplyPoint(cp);
            //cp += transform.position;
            verts.Add(cp);
        }
    }

    void SetTriangles()
    {
        triangles.Clear();
        for (int i = 0; i < verts.Count - circleStep - 2; i++)
        {
            triangles.Add(i);
            triangles.Add(i + 1);
            triangles.Add(i + circleStep + 1);
            triangles.Add(i + circleStep + 1);
            triangles.Add(i + 1);
            triangles.Add(i + circleStep + 2);
        }
        mesh.triangles = triangles.ToArray();
    }

    public void BuildMesh()
    {
        if (point1 != null && point2 != null)
        {
            verts.Clear();
            float scale = cornerScale;
            float length = (point1.position - point2.position).magnitude / 4;
            if (scale > length)
            {
                scale = length;
            }
            BezierLineSegment[] segments = new BezierLineSegment[3];
            segments[0].fromPoint = point1.position;
            point1Dir.Normalize();
            segments[0].controlPoint = point1.position + point1.rotation * point1Dir * scale;

            segments[2].toPoint = point2.position;
            point2Dir.Normalize();
            segments[2].controlPoint = point2.position + point2.rotation * point2Dir * scale;

            segments[1].controlPoint = (segments[0].controlPoint + segments[2].controlPoint) / 2;

            segments[0].toPoint = segments[1].fromPoint = segments[0].controlPoint + (segments[1].controlPoint - segments[0].controlPoint).normalized * scale;
            segments[1].toPoint = segments[2].fromPoint = segments[2].controlPoint + (segments[1].controlPoint - segments[2].controlPoint).normalized * scale;

            transform.position = segments[1].controlPoint;
            segments[1].CalculateDir();
            transform.rotation = segments[1].fromDir;
            //            Debug.Log (transform.eulerAngles);

            foreach (var segment in segments)
            {
                segment.CalculateDir();
                if (segment.IsStraight())
                {
                    GetCirclePoint(segment.fromPoint, segment.fromDir, true);
                    GetCirclePoint(segment.controlPoint, segment.fromDir, false);
                    GetCirclePoint(segment.toPoint, segment.toDir, true);
                    //Gizmos.DrawLine(segment.fromPoint, segment.controlPoint);
                    //Gizmos.DrawLine(segment.controlPoint, segment.toPoint);
                }
                else
                {
                    GetCirclePoint(segment.fromPoint, segment.fromDir, true);
                    Vector3 p1 = segment.fromPoint;
                    for (int s = 1; s < cornerStep; s++)
                    {
                        float t = (float)s / cornerStep;
                        Vector3 p2 = Bezier.GetPoint(segment.fromPoint, segment.controlPoint, segment.toPoint, t);
                        //Quaternion dir = Quaternion.FromToRotation(Vector3.forward, p2 - p1);
                        Quaternion dir = Quaternion.Lerp(segment.fromDir, segment.toDir, t);
                        GetCirclePoint(p2, dir, false);
                        //Gizmos.DrawLine(p1, p2);
                        p1 = p2;
                    }
                    GetCirclePoint(segment.toPoint, segment.toDir, true);
                    //Gizmos.DrawLine(p1,segment.toPoint);
                }
            }
            mesh.Clear();
            mesh.vertices = verts.ToArray();
            SetTriangles();
            mesh.RecalculateNormals();

            if (mc != null)
            {
                mc.sharedMesh = mesh;
            }
        }
    }
}

  • 13
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
可以使用Unity自带的Mesh类来生成球体的Mesh,以下是示例代码: ```csharp using UnityEngine; public class SphereGenerator : MonoBehaviour { public int numSegments = 32; public float radius = 1f; void Start() { MeshFilter meshFilter = GetComponent<MeshFilter>(); Mesh mesh = new Mesh(); meshFilter.mesh = mesh; Vector3[] vertices = new Vector3[(numSegments + 1) * (numSegments + 1)]; Vector2[] uv = new Vector2[vertices.Length]; int[] triangles = new int[numSegments * numSegments * 6]; int index = 0; for (int i = 0; i <= numSegments; i++) { float y = (float)i / numSegments; for (int j = 0; j <= numSegments; j++) { float x = (float)j / numSegments; float xPos = Mathf.Cos(x * 2f * Mathf.PI) * Mathf.Sin(y * Mathf.PI); float yPos = Mathf.Cos(y * Mathf.PI); float zPos = Mathf.Sin(x * 2f * Mathf.PI) * Mathf.Sin(y * Mathf.PI); vertices[index] = new Vector3(xPos, yPos, zPos) * radius; uv[index] = new Vector2(x, y); if (i < numSegments && j < numSegments) { int topLeft = i * (numSegments + 1) + j; int topRight = topLeft + 1; int bottomLeft = (i + 1) * (numSegments + 1) + j; int bottomRight = bottomLeft + 1; triangles[index * 6] = topLeft; triangles[index * 6 + 1] = bottomLeft; triangles[index * 6 + 2] = topRight; triangles[index * 6 + 3] = topRight; triangles[index * 6 + 4] = bottomLeft; triangles[index * 6 + 5] = bottomRight; index++; } } } mesh.vertices = vertices; mesh.uv = uv; mesh.triangles = triangles; mesh.RecalculateNormals(); } } ``` 这段代码会在场景中生成一个球体,并将其Mesh赋值给MeshFilter组件。你可以调整numSegments和radius来控制球体的细节和大小。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值