2d中的Unity自定义形状生成对象
Unity custom shape generation objects in 2d
我是 Unity 新手。我正在尝试在 Unity http://www.boxcar2d.com/index.html
中从站点重写游戏
所以我发现我应该使用 Sprites。现在我正在尝试动态生成任意形状的 "car"。我需要它与物理和重力发生碰撞和相互作用。
我尝试使用 Mesh
但似乎没有办法将 Mesh
变成 Sprite
并像处理物理对象一样使用它。
我应该使用什么样的结构或方法来动态创建这些"cars"?
这是我到目前为止的代码,如果它能以某种方式有用的话。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GenerateCar : MonoBehaviour {
public Material mat;
// Use this for initialization
void Start()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[6];
vertices[0] = new Vector3(0, 0);
vertices[1] = new Vector3(4, 1);
vertices[2] = new Vector3(3, -1);
vertices[3] = new Vector3(-1, -3);
vertices[4] = new Vector3(3, -6);
vertices[5] = new Vector3(0, 1);
//vertices[6] = new Vector3(width, height);
//vertices[7] = new Vector3(width, -height);
mesh.vertices = vertices;
mesh.triangles = new int[] { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 1};
GetComponent<MeshRenderer>().material = mat;
GetComponent<MeshFilter>().mesh = mesh;
}
}
如果您需要制作任意形状而您提前制作的水平和垂直拉伸精灵无法制作,那么精灵不适合。 Mesh
会更实用。
如果您可以将要制作的形状描述为具有已知有序点列表的多边形,则可以使用社区 Triangulator
class 创建 Mesh
。还有其他方法,但这是社区备用。
无论您使用什么制作 Mesh
,您都需要确保在与 Mesh
相同的对象上也有一个 PolygonCollider2D
。您可以使用 SetPath
使用与输入 Triangulator
相同的点来创建其轮廓。您还需要 Rigidbody2D
来处理车身的物理和碰撞。我从来没有用过轮子,但 WheelJoint2D
可能是你可以用来做轮子的东西。
Triangulator
用法示例
using UnityEngine;
public class PolygonTester : MonoBehaviour {
void Start () {
// Create Vector2 vertices
Vector2[] vertices2D = new Vector2[] {
new Vector2(0,0),
new Vector2(0,50),
new Vector2(50,50),
new Vector2(50,100),
new Vector2(0,100),
new Vector2(0,150),
new Vector2(150,150),
new Vector2(150,100),
new Vector2(100,100),
new Vector2(100,50),
new Vector2(150,50),
new Vector2(150,0),
};
// Use the triangulator to get indices for creating triangles
Triangulator tr = new Triangulator(vertices2D);
int[] indices = tr.Triangulate();
// Create the Vector3 vertices
Vector3[] vertices = new Vector3[vertices2D.Length];
for (int i=0; i<vertices.Length; i++) {
vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0);
}
// Create the mesh
Mesh msh = new Mesh();
msh.vertices = vertices;
msh.triangles = indices;
msh.RecalculateNormals();
msh.RecalculateBounds();
// Set up game object with mesh;
gameObject.AddComponent(typeof(MeshRenderer));
MeshFilter filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
filter.mesh = msh;
}
}
Triangulator
来源
using UnityEngine;
using System.Collections.Generic;
public class Triangulator
{
private List<Vector2> m_points = new List<Vector2>();
public Triangulator (Vector2[] points) {
m_points = new List<Vector2>(points);
}
public int[] Triangulate() {
List<int> indices = new List<int>();
int n = m_points.Count;
if (n < 3)
return indices.ToArray();
int[] V = new int[n];
if (Area() > 0) {
for (int v = 0; v < n; v++)
V[v] = v;
}
else {
for (int v = 0; v < n; v++)
V[v] = (n - 1) - v;
}
int nv = n;
int count = 2 * nv;
for (int m = 0, v = nv - 1; nv > 2; ) {
if ((count--) <= 0)
return indices.ToArray();
int u = v;
if (nv <= u)
u = 0;
v = u + 1;
if (nv <= v)
v = 0;
int w = v + 1;
if (nv <= w)
w = 0;
if (Snip(u, v, w, nv, V)) {
int a, b, c, s, t;
a = V[u];
b = V[v];
c = V[w];
indices.Add(a);
indices.Add(b);
indices.Add(c);
m++;
for (s = v, t = v + 1; t < nv; s++, t++)
V[s] = V[t];
nv--;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private float Area () {
int n = m_points.Count;
float A = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++) {
Vector2 pval = m_points[p];
Vector2 qval = m_points[q];
A += pval.x * qval.y - qval.x * pval.y;
}
return (A * 0.5f);
}
private bool Snip (int u, int v, int w, int n, int[] V) {
int p;
Vector2 A = m_points[V[u]];
Vector2 B = m_points[V[v]];
Vector2 C = m_points[V[w]];
if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
return false;
for (p = 0; p < n; p++) {
if ((p == u) || (p == v) || (p == w))
continue;
Vector2 P = m_points[V[p]];
if (InsideTriangle(A, B, C, P))
return false;
}
return true;
}
private bool InsideTriangle (Vector2 A, Vector2 B, Vector2 C, Vector2 P) {
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float cCROSSap, bCROSScp, aCROSSbp;
ax = C.x - B.x; ay = C.y - B.y;
bx = A.x - C.x; by = A.y - C.y;
cx = B.x - A.x; cy = B.y - A.y;
apx = P.x - A.x; apy = P.y - A.y;
bpx = P.x - B.x; bpy = P.y - B.y;
cpx = P.x - C.x; cpy = P.y - C.y;
aCROSSbp = ax * bpy - ay * bpx;
cCROSSap = cx * apy - cy * apx;
bCROSScp = bx * cpy - by * cpx;
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
}
}
我是 Unity 新手。我正在尝试在 Unity http://www.boxcar2d.com/index.html
中从站点重写游戏所以我发现我应该使用 Sprites。现在我正在尝试动态生成任意形状的 "car"。我需要它与物理和重力发生碰撞和相互作用。
我尝试使用 Mesh
但似乎没有办法将 Mesh
变成 Sprite
并像处理物理对象一样使用它。
我应该使用什么样的结构或方法来动态创建这些"cars"?
这是我到目前为止的代码,如果它能以某种方式有用的话。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GenerateCar : MonoBehaviour {
public Material mat;
// Use this for initialization
void Start()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[6];
vertices[0] = new Vector3(0, 0);
vertices[1] = new Vector3(4, 1);
vertices[2] = new Vector3(3, -1);
vertices[3] = new Vector3(-1, -3);
vertices[4] = new Vector3(3, -6);
vertices[5] = new Vector3(0, 1);
//vertices[6] = new Vector3(width, height);
//vertices[7] = new Vector3(width, -height);
mesh.vertices = vertices;
mesh.triangles = new int[] { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5, 0, 5, 1};
GetComponent<MeshRenderer>().material = mat;
GetComponent<MeshFilter>().mesh = mesh;
}
}
如果您需要制作任意形状而您提前制作的水平和垂直拉伸精灵无法制作,那么精灵不适合。 Mesh
会更实用。
如果您可以将要制作的形状描述为具有已知有序点列表的多边形,则可以使用社区 Triangulator
class 创建 Mesh
。还有其他方法,但这是社区备用。
无论您使用什么制作 Mesh
,您都需要确保在与 Mesh
相同的对象上也有一个 PolygonCollider2D
。您可以使用 SetPath
使用与输入 Triangulator
相同的点来创建其轮廓。您还需要 Rigidbody2D
来处理车身的物理和碰撞。我从来没有用过轮子,但 WheelJoint2D
可能是你可以用来做轮子的东西。
Triangulator
用法示例
using UnityEngine;
public class PolygonTester : MonoBehaviour {
void Start () {
// Create Vector2 vertices
Vector2[] vertices2D = new Vector2[] {
new Vector2(0,0),
new Vector2(0,50),
new Vector2(50,50),
new Vector2(50,100),
new Vector2(0,100),
new Vector2(0,150),
new Vector2(150,150),
new Vector2(150,100),
new Vector2(100,100),
new Vector2(100,50),
new Vector2(150,50),
new Vector2(150,0),
};
// Use the triangulator to get indices for creating triangles
Triangulator tr = new Triangulator(vertices2D);
int[] indices = tr.Triangulate();
// Create the Vector3 vertices
Vector3[] vertices = new Vector3[vertices2D.Length];
for (int i=0; i<vertices.Length; i++) {
vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0);
}
// Create the mesh
Mesh msh = new Mesh();
msh.vertices = vertices;
msh.triangles = indices;
msh.RecalculateNormals();
msh.RecalculateBounds();
// Set up game object with mesh;
gameObject.AddComponent(typeof(MeshRenderer));
MeshFilter filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
filter.mesh = msh;
}
}
Triangulator
来源
using UnityEngine;
using System.Collections.Generic;
public class Triangulator
{
private List<Vector2> m_points = new List<Vector2>();
public Triangulator (Vector2[] points) {
m_points = new List<Vector2>(points);
}
public int[] Triangulate() {
List<int> indices = new List<int>();
int n = m_points.Count;
if (n < 3)
return indices.ToArray();
int[] V = new int[n];
if (Area() > 0) {
for (int v = 0; v < n; v++)
V[v] = v;
}
else {
for (int v = 0; v < n; v++)
V[v] = (n - 1) - v;
}
int nv = n;
int count = 2 * nv;
for (int m = 0, v = nv - 1; nv > 2; ) {
if ((count--) <= 0)
return indices.ToArray();
int u = v;
if (nv <= u)
u = 0;
v = u + 1;
if (nv <= v)
v = 0;
int w = v + 1;
if (nv <= w)
w = 0;
if (Snip(u, v, w, nv, V)) {
int a, b, c, s, t;
a = V[u];
b = V[v];
c = V[w];
indices.Add(a);
indices.Add(b);
indices.Add(c);
m++;
for (s = v, t = v + 1; t < nv; s++, t++)
V[s] = V[t];
nv--;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private float Area () {
int n = m_points.Count;
float A = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++) {
Vector2 pval = m_points[p];
Vector2 qval = m_points[q];
A += pval.x * qval.y - qval.x * pval.y;
}
return (A * 0.5f);
}
private bool Snip (int u, int v, int w, int n, int[] V) {
int p;
Vector2 A = m_points[V[u]];
Vector2 B = m_points[V[v]];
Vector2 C = m_points[V[w]];
if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
return false;
for (p = 0; p < n; p++) {
if ((p == u) || (p == v) || (p == w))
continue;
Vector2 P = m_points[V[p]];
if (InsideTriangle(A, B, C, P))
return false;
}
return true;
}
private bool InsideTriangle (Vector2 A, Vector2 B, Vector2 C, Vector2 P) {
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float cCROSSap, bCROSScp, aCROSSbp;
ax = C.x - B.x; ay = C.y - B.y;
bx = A.x - C.x; by = A.y - C.y;
cx = B.x - A.x; cy = B.y - A.y;
apx = P.x - A.x; apy = P.y - A.y;
bpx = P.x - B.x; bpy = P.y - B.y;
cpx = P.x - C.x; cpy = P.y - C.y;
aCROSSbp = ax * bpy - ay * bpx;
cCROSSap = cx * apy - cy * apx;
bCROSScp = bx * cpy - by * cpx;
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
}
}