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How to make a dynamic model in unity 3D?

I have a sample code that where it's creating dynamic walls to a mouse clicks.

using UnityEngine;
using System.Collections;

public class CreateWalls : MonoBehaviour {

    bool creating;
    public GameObject start;
    public GameObject end;

    public GameObject wallPrehab;
    GameObject wall;
    // Use this for initialization
    void Start () {

    }

    // Update is called once per frame
    void Update () {
        getinput();
    }

    /*
     *this is the method for getting mouse click inputs
     */
    void getinput(){
        if (Input.GetMouseButtonDown (0)) {
            setStart ();
        } else if (Input.GetMouseButtonUp (0)) {
            setEnd ();
        } else {
            if(creating){
                adjust();
            }
        }
    }
    /*
     * getting the mouse clicked position coordinate 
     */
    void setStart(){
        creating = true;
        start.transform.position = getWorldPoint ();
        Debug.Log("Start = " + start.transform.position);
        wall = (GameObject) Instantiate (wallPrehab, start.transform.position, Quaternion.identity);

    }

    /*
     * getting the mouse click over position coordinate
     */
    void setEnd(){
        creating = false;
        end.transform.position = getWorldPoint ();
        Debug.Log("End = " + end.transform.position);
    }

    /*
     * invoking the wall building method
     */
    void adjust(){
        end.transform.position = getWorldPoint ();
        adjustWall ();
    }

    /*
     * build the wall in between start point and the end point
     */
    void adjustWall(){
        start.transform.LookAt (end.transform.position);
        end.transform.LookAt (start.transform.position);
        float distance = Vector3.Distance (start.transform.position, end.transform.position);
        wall.transform.position = start.transform.position + distance / 2 * start.transform.forward;
        wall.transform.rotation = start.transform.rotation;
        wall.transform.localScale = new Vector3 (wall.transform.localScale.x, wall.transform.localScale.y, distance);
    }

    /*
     * method where the coordinate we taken from mouse click
     */
    Vector3 getWorldPoint(){
        Ray ray = GetComponent<Camera>().ScreenPointToRay (Input.mousePosition);
        RaycastHit hit;
        if (Physics.Raycast (ray, out hit)) {
            return hit.point;
        }
        return Vector3.zero;
    }
}

I have some coordinates, each corner of below image.

a=(55, 297)
b=(300, 297)
c=(55, 297)
d=(55, 52)

Above coordinates are for this image

now I want to build walls for those coordinates. like a box. I don't know how to put them(coordinates). basically one walls coordinates will be a(x,y) and b(x,y). another will be b(x,y) and c(x,y). can someone help me on this I'll be great

You can build this walls with primitives, but this get you a default 10x10 vertice plane. This is not so much efficient because you spent a lot of unneded planes.

GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.localScale = Vector3 (xsize, ysize, zsize);
cube.transform.position = Vector3(xpos, ypos, zpos);

The best solution and more complex is to make fully your own Mesh. To do it you need few things, there you have an example to do a simple plane:

GameObject plane = new GameObject("Plane");
MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter));

Mesh mymesh = new Mesh();
mymesh.name = "MyCustomMesh";
mymesh.vertices = new Vector3[] {
     new Vector3(xpos, ypos, zpos),
     new Vector3(xpos, ypos, zpos),
     new Vector3(xpos, ypos, zpos),
     new Vector3(xpos, ypos, zpos),
 };
 mymesh.uv = new Vector2[] {
     new Vector2 (0, 0),
     new Vector2 (0, 1),
     new Vector2(1, 1),
     new Vector2 (1, 0)
 };
 mymesh.triangles = new int[] { 0, 1, 2, 0, 2, 3};
 mymesh.RecalculateNormals();

meshFilter.mesh = mymesh;
MeshRenderer renderer = plane.AddComponent(typeof(MeshRenderer)) as MeshRenderer;

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