unity3d 画弧面mesh,抛物线mesh

unity3d 画弧面mesh,抛物线mesh
废话不多,直接上图,有图有真相
在这里插入图片描述
直接上代码

using UnityEngine;
using System.Collections;

public class CreateArcSurface : MonoBehaviour
{
    [Header("【开始点位置】")]
    public Transform begin;
    [Header("【结束点位置】")]
    public Transform end;
    [Header("【弧形圆滑度,成点差值】")]
    public float planesSeg = 0.02f;
    private float planeLength = 0;
    [Header("【弧形宽度】")]
    public float planeWidth = 1;

    public float shotSpeed = 10; 
    public float g = -10;       
    private float time;        
    private Vector3 speed;     
    private Vector3 gravity;    
    private Vector3 resultV3;
    private Vector3 resultV3Local;
    private float timeTemp = 0;
    private Vector3 v1Temp;
    private Vector3 v2Temp;
    private Vector3 vOffset;
    MeshFilter meshFilter;
    void Start()
    {
       meshFilter = gameObject.GetComponent<MeshFilter>();
       meshFilter.mesh = init();
    }
    void OnGUI()
    {
        if (GUI.Button(new Rect(0, 0, 100, 100), "111"))
        {
            isflag = true;
        }
    }
    void Update()
    {
        meshFilter.mesh = init();
    }
    bool isflag = false;
    public static Vector3 GetVerticalDir(Vector3 _dir)
    {
        if (_dir.z == 0)
        {
            return new Vector3(0, 0, -1);
        }
        else
        {
            return new Vector3(-_dir.z / _dir.x, 0, 1).normalized;
        }
    }

    public Mesh init()
    {
        
        Mesh mesh = new Mesh();
        timeTemp = 0;
        time = Vector3.Distance(begin.position, end.position) / shotSpeed;
        speed = new Vector3((end.position.x - begin.position.x) / time,
            (end.position.y - begin.position.y) / time - 0.5f * g * time, (end.position.z - begin.position.z) / time);
        // 重力初始速度为0
        gravity = Vector3.zero;
        resultV3 = begin.position;
        int maxPoint = (int)(Vector3.Distance(begin.position, end.position) / planesSeg / shotSpeed);
        Vector3[] vertices = new Vector3[maxPoint*2];
        int vi = 0;
        for (int i = 0; i < maxPoint; i++)
        {
            gravity.y = g * (timeTemp += planesSeg);
            resultV3 += (speed + gravity) * planesSeg;
  
            if (isflag)
            {
                GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                go.name = "C"+i.ToString();
                go.transform.position = resultV3;
                go.transform.localScale = Vector3.one * 0.25f;
            }
            if (i == 0)
            {
                 v1Temp = end.position - resultV3;
                 v2Temp = new Vector3(v1Temp.x, 0, v1Temp.z);
                 vOffset = Vector3.Cross(v1Temp, v2Temp).normalized;
            }
         
            if (isflag)
            {
                GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                go.name = "Vertical" + i.ToString();
                go.transform.position = vOffset;
                go.transform.localScale = Vector3.one * 0.25f;

                GameObject go1 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                go1.name = "VerticalvOffset" + i.ToString();
                go1.transform.position = resultV3 - vOffset * 3;
                go1.transform.localScale = Vector3.one * 0.25f;
            }



            Vector3 v1 = resultV3Local + vOffset;// new Vector3(planeWidth / 2 + resultV3.x, resultV3.y, resultV3.z);
            Vector3 v2 = resultV3Local - vOffset;// new Vector3(-planeWidth / 2 + resultV3.x, resultV3.y, resultV3.z);
            Vector3 vOffsetWidth = planeWidth * vOffset;
            v1 = resultV3 + vOffsetWidth;
            v2 = resultV3 - vOffsetWidth;
            vertices[vi++] = v1;
            vertices[vi++] = v2;
            if (isflag)
            {
                //GameObject go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                //go.name = "L" + i.ToString();
                //go.transform.position = v1;
                //go.transform.localScale = Vector3.one * 0.25f;
                //GameObject go1 = GameObject.CreatePrimitive(PrimitiveType.Sphere);
                //go1.name = "R" + i.ToString();
                //go1.transform.position = v2;
                //go1.transform.localScale = Vector3.one * 0.25f;
            }
        }
      
        isflag = false;
        int indices_count = maxPoint * 3 * 2;
        int[] indices = new int[indices_count];
        int vert = 0; 
        int idx = 0;
        for (int si = 0; si < maxPoint-1; si++)
        {
            indices[idx++] = vert + 1;
            indices[idx++] = vert;
            indices[idx++] = vert + 3;
            indices[idx++] = vert;
            indices[idx++] = vert + 2;
            indices[idx++] = vert + 3;
            vert += 2;
        }

        mesh.vertices = vertices;
        mesh.triangles = indices;
        Vector2[] uv = new Vector2[vertices.Length];
        float uvSetup = 1.0f / maxPoint;
        int iduv = 0;
        for (int i = 0; i < uv.Length; i = i + 2)
        {
            uv[i] = new Vector2(uvSetup * iduv, 1);
            uv[i + 1] = new Vector2(uvSetup * iduv, 0);
            iduv++;
        }
        mesh.uv = uv;
        //mesh.RecalculateBounds();
        mesh.RecalculateNormals();
        return mesh;
    }
}


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