计算非典型物体的宽度、高度和体积
Calculating width, height and volume of atypical object
我有非典型物体,我想计算它的 宽度、高度 和 体积 .为了 volume 我有 this script
public class MeshVolume : MonoBehaviour
{
void Start()
{
Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
float volume = VolumeOfMesh(mesh);
string msg = "The volume of the mesh is " + volume + " cube units.";
Debug.Log(msg);
}
public float SignedVolumeOfTriangle(Vector3 p1, Vector3 p2, Vector3 p3)
{
float v321 = p3.x * p2.y * p1.z;
float v231 = p2.x * p3.y * p1.z;
float v312 = p3.x * p1.y * p2.z;
float v132 = p1.x * p3.y * p2.z;
float v213 = p2.x * p1.y * p3.z;
float v123 = p1.x * p2.y * p3.z;
return (1.0f / 6.0f) * (-v321 + v231 + v312 - v132 - v213 + v123);
}
public float VolumeOfMesh(Mesh mesh)
{
float volume = 0;
Vector3[] vertices = mesh.vertices;
int[] triangles = mesh.triangles;
for (int i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 p1 = vertices[triangles[i + 0]];
Vector3 p2 = vertices[triangles[i + 1]];
Vector3 p3 = vertices[triangles[i + 2]];
volume += SignedVolumeOfTriangle(p1, p2, p3);
}
return Mathf.Abs(volume);
}
}
因为我不是数学家,所以我无法验证它是否工作正常,但有一点很清楚 如果我放大或缩小对象,它不会更新体积计算。那么这是计算物体体积的正确方法吗?
其次,我使用 meshRenderer bounds
得到对象的 width 和 height
Bounds meshBounds = GetComponent<MeshRenderer>().bounds;
float width = meshBounds.size.x;
float height = meshBounds.size.y;
这是计算宽度和高度的正确方法吗?我怎样才能交叉检查它。
我已经通过revit工具划线检查了宽高和体积。
对于宽度、高度和呼吸::
Bounds meshBounds = GetComponent<MeshRenderer>().bounds;
float width = meshBounds.size.x;
float height = meshBounds.size.y;
float breath = meshBounds.size.z
在我的例子中,我采用了 MeshRendere 边界,您也可以通过 Collider 计算它。
音量:
public float SignedVolumeOfTriangle(Vector3 p1, Vector3 p2, Vector3 p3)
{
float v321 = p3.x * p2.y * p1.z;
float v231 = p2.x * p3.y * p1.z;
float v312 = p3.x * p1.y * p2.z;
float v132 = p1.x * p3.y * p2.z;
float v213 = p2.x * p1.y * p3.z;
float v123 = p1.x * p2.y * p3.z;
return (1.0f / 6.0f) * (-v321 + v231 + v312 - v132 - v213 + v123);
}
public float VolumeOfMesh(Mesh mesh)
{
float volume = 0;
Vector3[] vertices = mesh.vertices;
int[] triangles = mesh.triangles;
for (int i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 p1 = vertices[triangles[i + 0]];
Vector3 p2 = vertices[triangles[i + 1]];
Vector3 p3 = vertices[triangles[i + 2]];
volume += SignedVolumeOfTriangle(p1, p2, p3);
}
return Mathf.Abs(volume);
}
我有非典型物体,我想计算它的 宽度、高度 和 体积 .为了 volume 我有 this script
public class MeshVolume : MonoBehaviour
{
void Start()
{
Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
float volume = VolumeOfMesh(mesh);
string msg = "The volume of the mesh is " + volume + " cube units.";
Debug.Log(msg);
}
public float SignedVolumeOfTriangle(Vector3 p1, Vector3 p2, Vector3 p3)
{
float v321 = p3.x * p2.y * p1.z;
float v231 = p2.x * p3.y * p1.z;
float v312 = p3.x * p1.y * p2.z;
float v132 = p1.x * p3.y * p2.z;
float v213 = p2.x * p1.y * p3.z;
float v123 = p1.x * p2.y * p3.z;
return (1.0f / 6.0f) * (-v321 + v231 + v312 - v132 - v213 + v123);
}
public float VolumeOfMesh(Mesh mesh)
{
float volume = 0;
Vector3[] vertices = mesh.vertices;
int[] triangles = mesh.triangles;
for (int i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 p1 = vertices[triangles[i + 0]];
Vector3 p2 = vertices[triangles[i + 1]];
Vector3 p3 = vertices[triangles[i + 2]];
volume += SignedVolumeOfTriangle(p1, p2, p3);
}
return Mathf.Abs(volume);
}
}
因为我不是数学家,所以我无法验证它是否工作正常,但有一点很清楚 如果我放大或缩小对象,它不会更新体积计算。那么这是计算物体体积的正确方法吗? 其次,我使用 meshRenderer bounds
得到对象的 width 和 heightBounds meshBounds = GetComponent<MeshRenderer>().bounds;
float width = meshBounds.size.x;
float height = meshBounds.size.y;
这是计算宽度和高度的正确方法吗?我怎样才能交叉检查它。
我已经通过revit工具划线检查了宽高和体积。
对于宽度、高度和呼吸::
Bounds meshBounds = GetComponent<MeshRenderer>().bounds;
float width = meshBounds.size.x;
float height = meshBounds.size.y;
float breath = meshBounds.size.z
在我的例子中,我采用了 MeshRendere 边界,您也可以通过 Collider 计算它。
音量:
public float SignedVolumeOfTriangle(Vector3 p1, Vector3 p2, Vector3 p3)
{
float v321 = p3.x * p2.y * p1.z;
float v231 = p2.x * p3.y * p1.z;
float v312 = p3.x * p1.y * p2.z;
float v132 = p1.x * p3.y * p2.z;
float v213 = p2.x * p1.y * p3.z;
float v123 = p1.x * p2.y * p3.z;
return (1.0f / 6.0f) * (-v321 + v231 + v312 - v132 - v213 + v123);
}
public float VolumeOfMesh(Mesh mesh)
{
float volume = 0;
Vector3[] vertices = mesh.vertices;
int[] triangles = mesh.triangles;
for (int i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 p1 = vertices[triangles[i + 0]];
Vector3 p2 = vertices[triangles[i + 1]];
Vector3 p3 = vertices[triangles[i + 2]];
volume += SignedVolumeOfTriangle(p1, p2, p3);
}
return Mathf.Abs(volume);
}