【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