【问题标题】:Creating a 2D Circular Mesh in Unity在 Unity 中创建二维圆形网格
【发布时间】:2022-02-25 13:47:38
【问题描述】:

我目前有一个“CreateMesh”脚本,它可以作为具有网格渲染器和网格过滤器的对象的组件,并使用多边形碰撞器在网格尺寸中创建二维网格,给定一个“ MeshType”变量设置为“tri”或“box”(分别用于三角形和矩形网格。)我还想添加创建圆形网格的能力但是从一些研究中我意识到这并不那么简单正如我最初的想法。但是我还没有找到任何有帮助的东西。

这是我对盒子和三角形网格的代码:

public float width = 5f;
public float height = 5f;

public string meshType;

public PolygonCollider2D polyCollider;

void Start()
{
    polyCollider = GetComponent<PolygonCollider2D>();
}

// Update is called once per frame
void Update () {
    if (meshType == "tri")
    {
        TriangleMesh(width, height);
    }
    if (meshType == "box")
    {
        BoxMesh(width, height);
    }

}

void TriangleMesh(float width, float height)
{
    MeshFilter mf = GetComponent<MeshFilter>();
    Mesh mesh = new Mesh();
    mf.mesh = mesh;

    //Verticies
    Vector3[] verticies = new Vector3[3]
    {
        new Vector3(0,0,0), new Vector3(width, 0, 0), new Vector3(0, height, 0)
    };

    //Triangles
    int[] tri = new int[3];

    tri[0] = 0;
    tri[1] = 2;
    tri[2] = 1;

    //normals
    Vector3[] normals = new Vector3[3];

    normals[0] = -Vector3.forward;
    normals[1] = -Vector3.forward;
    normals[2] = -Vector3.forward;

    //UVs
    Vector2[] uv = new Vector2[3];

    uv[0] = new Vector2(0, 0);
    uv[0] = new Vector2(1, 0);
    uv[0] = new Vector2(0, 1);

    //initialise
    mesh.vertices = verticies;
    mesh.triangles = tri;
    mesh.normals = normals;
    mesh.uv = uv;

    //setting up collider
    polyCollider.pathCount = 1;

    Vector2[] path = new Vector2[3]
    {
        new Vector2(0,0), new Vector2(0, height), new Vector2(width, 0)
    };

    polyCollider.SetPath(0, path);

}

void BoxMesh(float width, float height)
{
    MeshFilter mf = GetComponent<MeshFilter>();
    Mesh mesh = new Mesh();
    mf.mesh = mesh;

    //Verticies
    Vector3[] verticies = new Vector3[4]
    {
        new Vector3(0,0,0), new Vector3(0, height, 0), new Vector3(width, height, 0), new Vector3(width, 0, 0)
    };

    //Triangles
    int[] tri = new int[6];

    tri[0] = 0;
    tri[1] = 1;
    tri[2] = 3;

    tri[3] = 1;
    tri[4] = 2;
    tri[5] = 3;

    //normals
    Vector3[] normals = new Vector3[4];

    normals[0] = -Vector3.forward;
    normals[1] = -Vector3.forward;
    normals[2] = -Vector3.forward;
    normals[3] = -Vector3.forward;

    //UVs
    Vector2[] uv = new Vector2[4];

    uv[0] = new Vector2(0, 0);
    uv[1] = new Vector2(0, 1);
    uv[2] = new Vector2(1, 1);
    uv[3] = new Vector2(1, 0);

    //initialise
    mesh.vertices = verticies;
    mesh.triangles = tri;
    mesh.normals = normals;
    mesh.uv = uv;

    //setting up collider
    polyCollider.pathCount = 1;

    Vector2[] path = new Vector2[4]
    {
        new Vector2(0,0), new Vector2(0, height), new Vector2(width, height), new Vector2(width, 0)
    };

    polyCollider.SetPath(0, path);

}

所以本质上我想要一个可以在更新方法中调用的函数,它可以简单地创建一个圆形网格。例如:

void Update () {
   if (meshType == "tri")
   {
       TriangleMesh(width, height);
   }
   if (meshType == "box")
   {
       BoxMesh(width, height);
   }
   if (meshType == "circle")
   {
       CircleMesh(radius);
   }
}

【问题讨论】:

  • 自从发布这个问题以来,我已经设法解决了这个问题,我会在有机会时给出答案

标签: c# unity3d mesh


【解决方案1】:

我设法找到的解决方案涉及创建一个 n 边且 n 值较大的正多边形。我有一个名为 PolyMesh 的函数,它创建一个具有 n 个边和给定半径的正多边形网格。

生成顶点

对于具有 n 条边的正多边形的每个顶点,相对于多边形中心的坐标由 x = r*i*sin(θ)y = r*i*cos(θ) 给出,因此是 x = r*i*sin(2π/2)y = r*i*cos(2π/2)。我从0迭代到n-1。因此,我们可以有一个分配了顶点的列表,然后将其转换为数组:

    //verticies
    List<Vector3> verticiesList = new List<Vector3> { };
    float x;
    float y;
    for (int i = 0; i < n; i ++)
    {
        x = radius * Mathf.Sin((2 * Mathf.PI * i) / n);
        y = radius * Mathf.Cos((2 * Mathf.PI * i) / n);
        verticiesList.Add(new Vector3(x, y, 0f));
    }
    Vector3[] verticies = verticiesList.ToArray();

生成三角形

一个给定的n边正多边形可以从同一点分成n-2个三角形。所以我们可以如下生成每个三角形:

    //triangles
    List<int> trianglesList = new List<int> { };
    for(int i = 0; i < (n-2); i++)
    {
        trianglesList.Add(0);
        trianglesList.Add(i+1);
        trianglesList.Add(i+2);
    }
    int[] triangles = trianglesList.ToArray();

生成法线

由于这是一个 2d 对象,我们可以将每个法线都设置为 -Vector3.forward,如下所示:

    //normals
    List<Vector3> normalsList = new List<Vector3> { };
    for (int i = 0; i < verticies.Length; i++)
    {
        normalsList.Add(-Vector3.forward);
    }
    Vector3[] normals = normalsList.ToArray();

生成对撞机

我们可以只使用具有相同半径的圆形对撞机,但为了使此函数适用于 n 值较小的多边形,我们必须使用PolygonCollider2D。由于顶点在顶点数组中已经是有序的,我们可以简单地将它们用作PolygonCollider2D 的路径。

    //polyCollider
    polyCollider.pathCount = 1;

    List<Vector2> pathList = new List<Vector2> { };
    for (int i = 0; i < n; i++)
    {
        pathList.Add(new Vector2(verticies[i].x, verticies[i].y));
    }
    Vector2[] path = pathList.ToArray();

    polyCollider.SetPath(0, path);

完整的代码应该是这样的:

public PolygonCollider2D polyCollider;

void Start()
{
    polyCollider = GetComponent<PolygonCollider2D>();
}

void PolyMesh(float radius, int n)
{
    MeshFilter mf = GetComponent<MeshFilter>();
    Mesh mesh = new Mesh();
    mf.mesh = mesh;

    //verticies
    List<Vector3> verticiesList = new List<Vector3> { };
    float x;
    float y;
    for (int i = 0; i < n; i ++)
    {
        x = radius * Mathf.Sin((2 * Mathf.PI * i) / n);
        y = radius * Mathf.Cos((2 * Mathf.PI * i) / n);
        verticiesList.Add(new Vector3(x, y, 0f));
    }
    Vector3[] verticies = verticiesList.ToArray();

    //triangles
    List<int> trianglesList = new List<int> { };
    for(int i = 0; i < (n-2); i++)
    {
        trianglesList.Add(0);
        trianglesList.Add(i+1);
        trianglesList.Add(i+2);
    }
    int[] triangles = trianglesList.ToArray();

    //normals
    List<Vector3> normalsList = new List<Vector3> { };
    for (int i = 0; i < verticies.Length; i++)
    {
        normalsList.Add(-Vector3.forward);
    }
    Vector3[] normals = normalsList.ToArray();

    //initialise
    mesh.vertices = verticies;
    mesh.triangles = triangles;
    mesh.normals = normals;

    //polyCollider
    polyCollider.pathCount = 1;

    List<Vector2> pathList = new List<Vector2> { };
    for (int i = 0; i < n; i++)
    {
        pathList.Add(new Vector2(verticies[i].x, verticies[i].y));
    }
    Vector2[] path = pathList.ToArray();

    polyCollider.SetPath(0, path);
}

An introduction to meshes

【讨论】:

    【解决方案2】:

    我的声望不到 50,所以我不能只评论 @Tom Ryan 的回答。

    话虽如此,请注意他的解决方案不包括网格的 UV。这是添加的内容:

    //uvs
    Vector2[] uvs = new Vector2[vertices.Length];
    for (int i = 0; i < uvs.Length; i++)
    {
        uvs[i] = new Vector2(vertices[i].x / (radius*2) + 0.5f, vertices[i].y / (radius*2) + 0.5f);
    }
    
    // Later...
    mesh.uv = uvs;
    

    【讨论】:

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