Unity3D:使圆柱体从一点延伸到另一点

Unity3D : make cylinder stretch from one point to another

我想在每一帧移动、缩放和旋转给定的圆柱体,使其表现得像两点之间的 'rope'。

我目前有这段代码,但它根本无法正常工作:

hook.transform.position = (rightHandPosition + hookDestination)/2;

hook.transform.localScale = new Vector3(0.5F, Vector3.Magnitude(hookDestination - rightHandPosition), 0.5F);

hook.transform.rotation = Quaternion.Euler(hookDestination - rightHandPosition);

如您所料,这两个点是rightHandPosition 和hookDestination。目前,圆柱体在 'random' 个位置生成,具有 'random' 个旋转和巨大的比例。

我该如何解决?

"Full" 脚本:

public class FirstPersonController : MonoBehaviour {

    public GameObject hook;
    bool isHooked = false;
    Vector3 hookDestination;
    Vector3 rightHandPosition;

    void Start() {
        hook.renderer.enabled = false;
        rightHandPosition = hook.transform.position;
    }

    // Update is called once per frame
    void Update () {
        if (isHooked) {
            hook.transform.position = (rightHandPosition + hookDestination)/2;
            hook.transform.localScale = new Vector3(0.5F, Vector3.Magnitude(hookDestination - rightHandPosition), 0.5F);
            hook.transform.rotation = Quaternion.Euler(hookDestination - rightHandPosition);
        }

        if (isHooked && !Input.GetMouseButton(1)) {
            isHooked = false;
            hook.renderer.enabled = false;
        }

        if (Input.GetMouseButtonDown (1) && !isHooked) {
            Ray ray = GameObject.FindGameObjectWithTag ("MainCamera").camera.ViewportPointToRay (new Vector3 (0.5F, 0.5F, 0));
            RaycastHit hit;
            if (Physics.Raycast (ray, out hit) && hit.distance < 5000000 && hit.collider.tag != "Player") {
                isHooked = true;
                hookDestination = hit.point;
                hook.renderer.enabled = true;
            }
        }
    }
}

现场截图:

fafase 的评论是正确答案:使用 LineRenderer.

hookRender.SetPosition(0, rightHandPosition);
hookRender.SetPosition(1, hookDestination);

让我们假设 cubeStart 是起点,cubeEnd 是终点。而"cylinder"是你的圆柱体,那么

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AlignCyl : MonoBehaviour {


    GameObject cubeStart;
    GameObject cubeEnd;
    GameObject cylinder;

    Vector3 endV; 
    Vector3 startV;
    Vector3 rotAxisV;
    Vector3 dirV;
    Vector3 cylDefaultOrientation = new Vector3(0,1,0);

    float dist;

    // Use this for initialization
    void Start () {

         cubeStart = GameObject.Find("CubeStart");
         cubeEnd   = GameObject.Find("CubeEnd");

         cylinder  = GameObject.Find("Cylinder");

        endV   = cubeEnd.transform.position;
        startV = cubeStart.transform.position;


    }

    // Update is called once per frame
    void Update () {

        // Position
        cylinder.transform.position = (endV + startV)/2.0F;

        // Rotation
        dirV = Vector3.Normalize(endV - startV);

        rotAxisV = dirV + cylDefaultOrientation;

        rotAxisV = Vector3.Normalize(rotAxisV);

        cylinder.transform.rotation = new Quaternion(rotAxisV.x, rotAxisV.y, rotAxisV.z, 0);

        // Scale        
        dist = Vector3.Distance(endV, startV);

        cylinder.transform.localScale = new Vector3(1, dist/2, 1);

    }
}

使用 Unity3D 2018.1 测试 我关于旋转的概念完全基于四元数。

x=rotAxis.x * sin(angle/2)  = rotAxis.x;
y=rotAxis.y * sin(angle/2) = rotAxis.y;
z=rotAxis.z * sin(angle/2) = rotAxis.z;
w = cos(angle/2) = 0;

其中 rotAxis 是 2 个向量的总和,即默认圆柱方向和所需方向。角度为 180 度,因为我们希望圆柱体绕 rotAxis 旋转 180 度。它是四元数旋转(绕轴旋转)的定义。