Unity3D生成一段隧道网格的方法

本文实例为大家分享了Unity3D生成一段隧道网格的具体代码,供大家参考,具体内容如下

一、需求

最近有一个需求,生成段隧道的骨架网格。目前想到的方法就是,获取隧道网格,通过一个算法分离内框和外框的点:

然后通过外框和内框上的点画线,可以通过深度优先搜索得到内外两个环的序列, 从而实现骨架网格

二、生成隧道算法

隧道由段圆弧和一条直线组成,所以算法如下:

1、取圆心为0,0,0,和圆上半径的向量 \underset{OB}{\rightarrow}  ,绕z轴,旋转向量\underset{OB}{\rightarrow},取到圆上的点,外框上的点同理可得

2、平移内外框上的点,z轴加上偏离,得到隧道另一端的点

3、取相邻外框上的点和平移后的四个点,生成两个三角形。内框同理可得。

三、效果如下:

四、实现:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class MeshCreater : MonoBehaviour

{

Mesh mesh;

public Material mat;//mesh材质

public GameObject game;

// Start is called before the first frame update

void Start()

{

mesh = new Mesh();

mesh.Clear();

SetVertivesUV();

SetTriangles();

mesh.vertices = vertices.ToArray();

mesh.triangles = triangles;

GameObject obj_cell = new GameObject();

obj_cell.name = "cell";

mesh.RecalculateNormals();//重置法线

mesh.RecalculateBounds(); //重置范围

obj_cell.AddComponent<MeshFilter>().mesh = mesh;

obj_cell.AddComponent<MeshRenderer>();

obj_cell.GetComponent<MeshRenderer>().material = mat;

MeshCaluate mesh_caluate = new MeshCaluate();

mesh_caluate.CalculateMesh(mesh);

}

// Update is called once per frame

void Update()

{

}

public List<Vector3> vertices = new List<Vector3>();

private float angle = 10;

private float max_angle = 120;

// 设置顶点信息

void SetVertivesUV()

{

Vector3 dir1 = new Vector3(Mathf.Sqrt(3f), -1, 0);

Vector3 dir2 = dir1 * 0.8f;

List<Vector3> points1 = new List<Vector3>();

List<Vector3> points2 = new List<Vector3>();

int count = (int)((360 - max_angle) / angle);

for (int i = 0; i < count; i++)

{

Quaternion q= Quaternion.AngleAxis(i * angle, Vector3.forward);

Vector3 point1 = q* dir1;

Vector3 point2 = q* dir2;

points1.Add(point1);

points2.Add(point2);

}

points1.Add(points1[0]);

points2.Add(points2[0]);

for (int i = 0; i < points1.Count; i++)

{

var v1 = points1[i];

var v2 = points2[i];

var v3 = points1[i];

v3.z = 10;

var v4 = points2[i];

v4.z = 10;

vertices.Add(v1);

vertices.Add(v3);

vertices.Add(v2);

vertices.Add(v4);

}

}

private int[] triangles;//索引

// 设置索引

void SetTriangles()

{

triangles = new int[vertices.Count * 3];

int c = 0;

for (int i = 0; i < triangles.Length -12 ; i += 12)

{

var v1 = c;

var v2 = c + 1;

var v3 = c + 4;

var v4 = c + 5;

var v5 = c + 2;

var v6 = c + 3;

var v7 = c + 6;

var v8 = c + 7;

triangles[i] = v4;

triangles[i + 1] = v2;

triangles[i + 2] = v1;

triangles[i + 3] = v3;

triangles[i + 4] = v4;

triangles[i + 5] = v1;

triangles[i + 6] = v5;

triangles[i + 7] = v6;

triangles[i + 8] = v8;

triangles[i + 9] = v5;

triangles[i + 10] = v8;

triangles[i + 11] = v7;

c += 4;

}

}

}

五、缺陷

UV未计算,所以使用贴图时有问题

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