可弯曲绳子动态生成

作者: 游戏开发小Y | 来源:发表于2017-03-16 11:04 被阅读16次

    RealRobPro2.cs

    using UnityEngine;
    using System.Collections;
    using System.Text;
    using System.IO;
    using System;
    using System.Runtime.InteropServices;
    using System.Collections.Specialized;
    using System.Linq;
    using System.Collections.Generic;
    
    public class RealRobPro2 : MonoBehaviour
    {
        public int vCt = 6;
        protected Mesh ms;
        public int ptCt;
        protected Vector3[] newVertices;
        protected Vector2[] newUV;
        protected int[] newTriangles;
        public float thicness = 0.02f;
        public int startCenterCt;
        public int endCenterCt;
        public Material mat;
        public bool isUpdateMesh = true;
        public float tilingScale = 50.0f;
        public bool isDeNormal = false;
    
        public void createMesh()
        {
            ptCt = 0;
            ms = new Mesh();
            foreach (Transform t in transform)
            {
                if (t.gameObject.name.StartsWith("Joint"))
                {
                    ++ptCt;
                }
            }
            if (ptCt == 0)
            {
                return;
            }
            newVertices = new Vector3[ptCt * vCt + 2];
            newTriangles = new int[(ptCt - 1) * (vCt - 1) * 6 + (vCt - 1) * 6];
            newUV = new Vector2[ptCt * vCt + 2];
    
            startCenterCt = ptCt * vCt;
            endCenterCt = ptCt * vCt + 1;
    
            int k = 0;
            for (int i = 0; i < ptCt - 1; ++i)
            {
                for (int j = 0; j < vCt - 1; ++j)
                {
                    int z = j + 1;
                    //if (z == vCt)
                    //{
                    //    z = 0;
                    //}
                    if (!isDeNormal)
                    {
                        newTriangles[k + 0] = i * vCt + j;
    
                        newTriangles[k + 1] = (i + 1) * vCt + j;
    
                        newTriangles[k + 2] = i * vCt + z;
    
                        newTriangles[k + 3] = i * vCt + z;
    
                        newTriangles[k + 4] = (i + 1) * vCt + j;
    
                        newTriangles[k + 5] = (i + 1) * vCt + z;
                    }
                    else
                    {
                        newTriangles[k + 2] = i * vCt + j;
    
                        newTriangles[k + 1] = (i + 1) * vCt + j;
    
                        newTriangles[k + 0] = i * vCt + z;
    
                        newTriangles[k + 5] = i * vCt + z;
    
                        newTriangles[k + 4] = (i + 1) * vCt + j;
    
                        newTriangles[k + 3] = (i + 1) * vCt + z;
                    }
                    k += 6;
                }
            }
            for (int i = 0; i < vCt - 1; ++i)
            {
                newTriangles[k + 0] = i;
                newTriangles[k + 1] = startCenterCt;
                int z = i + 1;
                //if (z == vCt)
                //{
                //    z = 0;
                //}
                newTriangles[k + 2] = z;
                k += 3;
            }
            for (int i = 0; i < vCt - 1; ++i)
            {
                newTriangles[k + 0] = ptCt * vCt - 1 - i;
                newTriangles[k + 1] = endCenterCt;
                int z = ptCt * vCt - 1 - i - 1;
                //if (i + 1 == vCt)
                //{
                //    z = ptCt * vCt - 1;
                //}
                newTriangles[k + 2] = z;
                k += 3;
            }
            for (int i = 0; i < ptCt; ++i)
            {
                for (int j = 0; j < vCt; ++j)
                {
                    newUV[i * vCt + j] = new Vector2(1.0f / (vCt + 1) * j, 1.0f / ptCt * i);
                }
            }
            newUV[startCenterCt] = Vector2.zero;
            newUV[endCenterCt] = Vector2.zero;
    
            MeshFilter mfs = GetComponent<MeshFilter>() as MeshFilter;
            if (mfs == null)
            {
                mfs = gameObject.AddComponent<MeshFilter>();
            }
            mfs.mesh = ms;
            ms.vertices = newVertices;
            ms.uv = newUV;
            ms.triangles = newTriangles;
            MeshRenderer mr = GetComponent<MeshRenderer>() as MeshRenderer;
            if (mr == null)
            {
                mr = gameObject.AddComponent<MeshRenderer>();
                if (mat != null)
                {
                    mr.material = mat;
                }
                else
                {
                    mr.material = Resources.Load("Common/Material/ropeMat") as Material;
                }
                GetComponent<Renderer>().material.SetTextureScale("_MainTex", new Vector2(1.0f, getLen() * tilingScale));
            }
        }
    
        // Update is called once per frame
        void Update()
        {
            if (isUpdateMesh)
            {
                UpdateMesh();
            }
        }
    
        public bool isMeshCollider = false;
        void UpdateMesh()
        {
            MeshFilter mf = GetComponent<MeshFilter>();
            if (mf == null)
            {
                createMesh();
            }
            Mesh mesh = GetComponent<MeshFilter>().mesh;
            Vector3[] vertices = mesh.vertices;
    
            GameObject posObj = new GameObject("tempForRob");
    
            for (int i = 0; i < ptCt; ++i)
            {
                Transform curJoint = transform.GetChild(i);
                posObj.transform.parent = curJoint;
                if (i == 0)
                {
                    vertices[startCenterCt] = curJoint.position - transform.position;
                }
                if (i == ptCt - 1)
                {
                    vertices[endCenterCt] = curJoint.position - transform.position;
                    for (int j = 0; j < vCt; ++j)
                    {
                        //posObj.transform.localPosition = new Vector3(0.0f,
                        //                                             thicness * Mathf.Cos(Mathf.PI * 2.0f * j / vCt),
                        //                                             thicness * Mathf.Sin(Mathf.PI * j * 2.0f / vCt));
                        posObj.transform.localPosition = new Vector3(thicness * Mathf.Cos(Mathf.PI * 2.0f * j / (vCt - 1)),
                                                                        thicness * Mathf.Sin(Mathf.PI * j * 2.0f / (vCt - 1)),
                                                                        0.0f);
                        vertices[i * vCt + j] = posObj.transform.position - transform.position;
                    }
                }
                else
                {
                    for (int j = 0; j < vCt; ++j)
                    {
                        posObj.transform.localPosition = new Vector3(thicness * Mathf.Cos(Mathf.PI * 2.0f * j / (vCt - 1)),
                                                                        thicness * Mathf.Sin(Mathf.PI * j * 2.0f / (vCt - 1)),
                                                                        0.0f);
                        vertices[i * vCt + j] = posObj.transform.position - transform.position;
                    }
                }
            }
            for (int i = 0; i < ptCt; ++i)
            {
                for (int j = 0; j < vCt + 1; ++j)
                {
                    newUV[i * vCt + j] = new Vector2(1.0f / (vCt + 1) * j, 1.0f / ptCt * i);
                }
            }
            GameObject.Destroy(posObj);
            mesh.vertices = vertices;
            mesh.RecalculateNormals();
            if (isMeshCollider)
            {
                MeshCollider mc = ProcBasic.AddIndependentComponent<MeshCollider>(gameObject, true);
                //mc.mesh = mesh;
                isMeshCollider = false;
            }
            mesh.RecalculateBounds();
            if (GetComponent<Renderer>() != null && GetComponent<Renderer>().material != null)
            {
                GetComponent<Renderer>().material.SetTextureScale("_MainTex", new Vector2(1.0f, getLen() * tilingScale));
            }
           
        }
    
        float getLen()
        {
            float len = 0.0f;
            for (int i = 0; i < ptCt - 1; ++i)
            {
                len += Vector3.Distance(transform.GetChild(i).position, transform.GetChild(i + 1).position);
            }
            return len;
        }
    }
    
    

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        本文标题:可弯曲绳子动态生成

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