Unity3d绘制四棱锥

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Pyramis : MonoBehaviour
{
    public Material mat;
    public float angle1=120.0f;
    public float angle2 = 90.0f;
    public float height = 5.0f;

    MeshFilter _meshFilter;
    // Start is called before the first frame update
    void Start()
    {
        GenMesh();
    }

    private void Update()
    {
        if(Time.frameCount % 10 == 0)
        {
            float halfAngle1 = 0.5f * angle1;
            float halfAngle2 = 0.5f * angle2;
            Vector3 ptRectCenter = transform.position - transform.up * height;
            Vector3 ptRightForward = ptRectCenter + Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right + Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;
            Vector3 ptRightBack = ptRectCenter + Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right - Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;
            Vector3 ptLeftBack = ptRectCenter - Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right - Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;
            Vector3 ptLeftForward = ptRectCenter - Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right + Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;

            Vector3[] ptVectexs = new Vector3[10];
            ptVectexs[0] = transform.position;
            ptVectexs[1] = transform.position;
            ptVectexs[2] = transform.position;
            ptVectexs[3] = transform.position;
            ptVectexs[4] = transform.position;

            ptVectexs[5] = ptRightForward;
            ptVectexs[6] = ptRightBack;
            ptVectexs[7] = ptLeftBack;
            ptVectexs[8] = ptLeftForward;
            ptVectexs[9] = ptLeftForward;

            _meshFilter.mesh.vertices = ptVectexs;
            _meshFilter.mesh.RecalculateNormals();
            _meshFilter.mesh.RecalculateBounds();
        }       
    }

    void GenMesh()
    {
        float halfAngle1 = 0.5f * angle1;
        float halfAngle2 = 0.5f * angle2;
        Vector3 ptRectCenter = transform.position - transform.up * height;
        Vector3 ptRightForward = ptRectCenter + Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right + Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;
        Vector3 ptRightBack = ptRectCenter + Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right - Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;
        Vector3 ptLeftBack = ptRectCenter - Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right - Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;
        Vector3 ptLeftForward = ptRectCenter - Mathf.Tan(halfAngle1 * Mathf.Deg2Rad) * height * transform.right + Mathf.Tan(halfAngle2 * Mathf.Deg2Rad) * height * transform.forward;

        //UV
        Vector2[] uv1s = new Vector2[10];

        //生成顶点
        Vector3[] ptVectexs = new Vector3[10];
        ptVectexs[0] = transform.position;
        ptVectexs[1] = transform.position;
        ptVectexs[2] = transform.position;
        ptVectexs[3] = transform.position;
        ptVectexs[4] = transform.position;

        ptVectexs[5] = ptRightForward;
        ptVectexs[6] = ptRightBack;
        ptVectexs[7] = ptLeftBack;
        ptVectexs[8] = ptLeftForward;
        ptVectexs[9] = ptLeftForward;

        uv1s[0] = new Vector2(0.0f, 1f);
        uv1s[1] = new Vector2(0.25f, 1f);
        uv1s[2] = new Vector2(0.5f, 1f);
        uv1s[3] = new Vector2(0.75f, 1f);
        uv1s[4] = new Vector2(1f, 1f);

        uv1s[5] = new Vector2(0.0f, 0f);
        uv1s[6] = new Vector2(0.25f, 0f);
        uv1s[7] = new Vector2(0.5f, 0f);
        uv1s[8] = new Vector2(0.75f, 0f);
        uv1s[9] = new Vector2(1f, 0f);

        int[] triangleIndexs = new int[] {
            0, 5, 6,
            0, 6, 1,
            1, 6, 7,
            1, 7, 2,
            2, 7, 8,
            2, 8, 3,
            3, 8, 9,
            3, 9, 4,
            4, 9, 5,
            4, 5, 0
        };

        Mesh mesh = new Mesh();
        mesh.vertices = ptVectexs;
        mesh.uv = uv1s;
        mesh.triangles = triangleIndexs;

        //计算法向量
        mesh.RecalculateNormals();
        mesh.RecalculateBounds();

        //开始构建Mesh
        _meshFilter = this.gameObject.AddComponent<MeshFilter>();
        _meshFilter.mesh = mesh;

        MeshRenderer meshRender = this.gameObject.AddComponent<MeshRenderer>();
        meshRender.sharedMaterial = mat;
        meshRender.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
    }
}
 

  • 1
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“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