unity3d 画弧面mesh,抛物线mesh
废话不多,直接上图,有图有真相
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;
}
}