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如何在统一3D中制作动态模型?

[英]How to make a dynamic model in unity 3D?

我有一个示例代码,该代码创建了鼠标单击的动态墙。

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;
    }
}

我有一些坐标,下图的每个角。

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

上面的坐标是这张图片的

现在我想为这些坐标建造墙。 像一个盒子。 我不知道如何放置它们(坐标)。 基本上一个墙的坐标将是a(x,y)和b(x,y)。 另一个将是b(x,y)和c(x,y)。 有人可以帮我吗,我会很棒

您可以使用图元构建此墙,但这会为您提供默认的10x10顶点平面。 这不是很有效,因为您花费了很多无用的飞机。

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

最好的解决方案和更复杂的方法是完全制作自己的网格。 为此,您需要做的事情很少,这里有一个示例来做一个简单的平面:

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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