问题描述
给出一个网格(如左侧的立方体对象)和另一个自定义球状网格(如右侧;如果更容易,则可以是另一种形状),Unity& C#在运行时将第二个网格柔和地包裹在第一个网格周围?谢谢!
Given one mesh (like the cubic object on the left) and another custom sphere-like mesh (on the right; it could be another shape if easier), how would one in Unity & C# during runtime softly wrap the second mesh around the first? Thanks!
推荐答案
以下方法,由于使用VirtualMethodStudio作为指针,因此采用了包装球体,然后为其中的每个顶点向内投射光线,并将该顶点调整为命中点:
The following approach, with thanks to VirtualMethodStudio for the pointer, takes a wrapper sphere which then for each vertice in it casts a ray inwards, and adjusts that vertex to the hit point:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ShrinkWrapSphere : MonoBehaviour {
void Start() {
Debug.Log("Starting...");
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
Mesh mesh = meshFilter.mesh;
Vector3[] vertices = new Vector3[mesh.vertices.Length];
System.Array.Copy(mesh.vertices, vertices, vertices.Length);
for (int i = 0; i < vertices.Length; i++) {
Vector3 rayDirection = -mesh.normals[i];
RaycastHit hit;
if ( Physics.Raycast( vertices[i], rayDirection, out hit, 100f ) ) {
vertices[i] = hit.point * 2f;
}
else {
vertices[i] = Vector3.zero;
}
}
mesh.vertices = vertices;
Debug.Log("Done. Vertices count " + vertices.Length);
// mesh.RecalculateBounds();
// mesh.RecalculateNormals();
// mesh.RecalculateTangents();
}
}
然后可以通过该资产.
上述替代方法是使用Collider.ClosestPoint(vertexPoint).
An alternative to above is to use Collider.ClosestPoint(vertexPoint).
这篇关于团结:将网格柔和地包裹在其他网格上吗?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!