创建一个扇形Mesh

using UnityEngine;
using System.Collections;

/* ==============================================================================
 * 功能描述:测试Mesh创建
 * 创 建 者:cjunhong
 * Q    Q  :327112182
 * 创建日期:2014/11/26 11:23:58
 * ==============================================================================*/
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TestMesh : MonoBehaviour {


    public float radius = 2;
    public float angleDegree = 100;
    public int segments = 10;
    public int angleDegreePrecision = 1000;
    public int radiusPrecision = 1000;

    private MeshFilter meshFilter;

    private SectorMeshCreator creator = new SectorMeshCreator();

    [ExecuteInEditMode]
    private void Awake()
    {

        meshFilter = GetComponent<MeshFilter>();
    }

    private void Update()
    {
        meshFilter.mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
    }

    void OnDrawGizmos()
    {
        Gizmos.color = Color.gray;
        DrawMesh();
    }

    void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.green;
        DrawMesh();
    }

    private void DrawMesh()
    {
        Mesh mesh = creator.CreateMesh(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision);
        int[] tris = mesh.triangles;
        for (int i = 0; i < tris.Length; i+=3)
        {
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 1]]));
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 2]]));
            Gizmos.DrawLine(convert2World(mesh.vertices[tris[i+1]]), convert2World(mesh.vertices[tris[i + 2]]));
        }
    }

    private Vector3 convert2World(Vector3 src)
    {
        return transform.TransformPoint(src);
    }

    private class SectorMeshCreator
    {
        private float radius;
        private float angleDegree;
        private int segments;

        private Mesh cacheMesh ;

        /// <summary>
        /// 创建一个扇形Mesh
        /// </summary>
        /// <param name="radius">扇形半价</param>
        /// <param name="angleDegree">扇形角度</param>
        /// <param name="segments">扇形弧线分段数</param>
        /// <param name="angleDegreePrecision">扇形角度精度(在满足精度范围内,认为是同个角度)</param>
        /// <param name="radiusPrecision">
        /// <pre>
        /// 扇形半价精度(在满足半价精度范围内,被认为是同个半价)。
        /// 比如:半价精度为1000,则:1.001和1.002不被认为是同个半径。因为放大1000倍之后不相等。
        /// 如果半价精度设置为100,则1.001和1.002可认为是相等的。
        /// </pre>
        /// </param>
        /// <returns></returns>
        public Mesh CreateMesh(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
        {
            if (checkDiff(radius, angleDegree, segments, angleDegreePrecision, radiusPrecision))
            {
                Mesh newMesh = Create(radius, angleDegree, segments);
                if (newMesh != null)
                {
                    cacheMesh = newMesh;
                    this.radius = radius;
                    this.angleDegree = angleDegree;
                    this.segments = segments;
                }
            }
            return cacheMesh;
        }

        private Mesh Create(float radius, float angleDegree, int segments)
        {

            if (segments == 0)
            {
                segments = 1;
#if UNITY_EDITOR
                Debug.Log("segments must be larger than zero.");
#endif
            }

            Mesh mesh = new Mesh();
            Vector3[] vertices = new Vector3[3 + segments - 1];
            vertices[0] = new Vector3(0, 0, 0);

            float angle = Mathf.Deg2Rad * angleDegree;
            float currAngle = angle / 2;
            float deltaAngle = angle / segments;
            for (int i = 1; i < vertices.Length; i++)
            {
                vertices[i] = new Vector3(Mathf.Cos(currAngle) * radius, 0, Mathf.Sin(currAngle) * radius);
                currAngle -= deltaAngle;
            }

            int[] triangles = new int[segments * 3];
            for (int i = 0, vi = 1; i < triangles.Length; i += 3, vi++)
            {
                triangles[i] = 0;
                triangles[i + 1] = vi;
                triangles[i + 2] = vi + 1;
            }

            mesh.vertices = vertices;
            mesh.triangles = triangles;

            Vector2[] uvs = new Vector2[vertices.Length];
            for (int i = 0; i < uvs.Length; i++)
            {
                uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
            }
            mesh.uv = uvs;

            return mesh;
        }

        private bool checkDiff(float radius, float angleDegree, int segments, int angleDegreePrecision, int radiusPrecision)
        {
            return segments != this.segments || (int)((angleDegree - this.angleDegree) * angleDegreePrecision) != 0 ||
                   (int)((radius - this.radius) * radiusPrecision) != 0;
        }
    }

    
}

### 如何在 Unity 中创建扇形 要在 Unity 中创建一个扇形形状,可以通过多种方法实现。以下是两种常见的技术:一种是通过脚本动态生成顶点并绘制网格;另一种则是利用 Shader 来渲染扇形。 #### 方法一:使用 Mesh 和 Script 动态生成扇形 Unity 提供了一个强大的 API 可用于自定义几何体的生成。下面是一个简单的 C# 脚本来展示如何构建一个基本的扇形: ```csharp using UnityEngine; public class CreateSector : MonoBehaviour { public int segmentCount = 30; // 扇形分段数量 public float radius = 1f; // 半径大小 public float angle = 90f; // 扇形角度范围 (度) void Start() { GenerateMesh(); } void GenerateMesh() { Mesh mesh = new Mesh(); Vector3[] vertices = new Vector3[segmentCount + 2]; // 额外两个点表示中心和最后一个点 int[] triangles = new int[segmentCount * 3]; // 定义第一个点为中心点 vertices[0] = Vector3.zero; for(int i = 0; i <= segmentCount; ++i) { float progress = (float)i / segmentCount; // 当前进度比例 float radianAngle = Mathf.Deg2Rad * angle * progress; // 将角度转换为弧度制 // 计算当前点的位置坐标 vertices[i + 1] = new Vector3(Mathf.Cos(radianAngle), 0, Mathf.Sin(radianAngle)) * radius; if(i != segmentCount){ // 构建三角面片索引 int index = i * 3; triangles[index + 0] = 0; triangles[index + 1] = i + 1; triangles[index + 2] = i + 2; } } mesh.vertices = vertices; mesh.triangles = triangles; GetComponent<MeshFilter>().mesh = mesh; GetComponent<MeshRenderer>().material.color = Color.red; // 设置颜色以便观察效果[^1] } } ``` 上述代码片段展示了如何基于指定参数(半径、分割数以及角度)来计算各个顶点位置,并将其连接成多个三角形形成最终的扇形结构[^2]。 #### 方法二:借助着色器(Shader) 实现更高效的渲染方式 如果仅需视觉上的表现而无需物理碰撞检测等功能,则可以考虑采用 Shader 技术简化处理过程。这种方法通常会更加高效且易于调整样式属性比如渐变填充等复杂需求。 具体做法涉及编写自定义表面着色程序并通过材质应用到平面对象上,在此不展开赘述但可作为进一步学习方向之一[^3]。 ---
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