五、Unity 生成几种常用模型mesh-----ConeShape(圆锥体)

1、获得顶点的数据集合

 protected override Vector3[] GetVertices()
        {
            var points = new Vector3[_circularSideCount];//保存底面圆形的点集合
            for (int i = 0; i < _circularSideCount; i++)
            {
                var rad = i * 1.0f / _circularSideCount * Mathf.PI * 2;
                var cos = Mathf.Cos(rad) * _radius;
                var sin = Mathf.Sin(rad) * _radius;
                points[i] = new Vector3(cos, -_height * 0.5f, sin) - _verticeOffset;
            }

            int curIndex = 0;//当前索引
            int arrayLen = (_circularSideCount + 1) * 3;//顶点数组的长度
            var vertices = new Vector3[arrayLen];
            //底面
            vertices[curIndex++] = new Vector3(0, -_height * 0.5f, 0) - _verticeOffset;
            for (int i = 0; i < _circularSideCount; i++)
            {
                vertices[curIndex++] = points[i];
            }
            //侧面
            var topPoint = new Vector3(0, _height * 0.5f, 0) - _verticeOffset;//顶点的位置
            for (int i = 0; i < _circularSideCount; i++)
            {
                vertices[curIndex++] = points[i];
                vertices[curIndex++] = topPoint;
            }
            vertices[curIndex] = points[0];
            vertices[curIndex++] = topPoint;

            return vertices;
        }

2、获得法线方向的数据集合

 protected override Vector3[] GetNormals()
        {
            int curIndex = 0;
            int arrayLen = (_circularSideCount + 1) * 3;//法线数组的长度
            var normals = new Vector3[arrayLen];
            //底面
            for (int i = 0; i <= _circularSideCount; i++)
            {
                normals[curIndex++] = Vector3.down;
            }
            //侧面
            for (int i = 0; i <= _circularSideCount; i++)
            {
                var rad = i * 1.0f / _circularSideCount * Mathf.PI * 2;
                var cos = Mathf.Cos(rad);
                var sin = Mathf.Sin(rad);
                normals[curIndex++] = new Vector3(cos, 0, sin);
                normals[curIndex++] = new Vector3(cos, 0, sin);
            }
            return normals;
        }

3、获得三角面顶点的索引

protected override int[] GetTriangles()
        {
            int curIndex = 0;
            int arrayLen = _circularSideCount * 3 + _circularSideCount * 3;//数组长度
            var triangles = new int[arrayLen];
            //底面
            for (int i = 0; i < _circularSideCount - 1; i++)
            {
                triangles[curIndex++] = 0;
                triangles[curIndex++] = i + 1;
                triangles[curIndex++] = i + 2;
            }
            triangles[curIndex++] = 0;
            triangles[curIndex++] = _circularSideCount;
            triangles[curIndex++] = 1;
            //侧面
            int startIndex = _circularSideCount + 1;
            for (int i = 0; i < (_circularSideCount - 1) * 2; i += 2)
            {
                triangles[curIndex++] = startIndex + i;
                triangles[curIndex++] = startIndex + i + 1;
                triangles[curIndex++] = startIndex + i + 2;
            }
            triangles[curIndex++] = startIndex + (_circularSideCount - 1) * 2;
            triangles[curIndex++] = startIndex + (_circularSideCount - 1) * 2 + 1;
            triangles[curIndex] = startIndex;
            return triangles;
        }

4、获得UV坐标的数据集合

  protected override Vector2[] GetUVs()
        {
            int curIndex = 0;
            int arrayLen = (_circularSideCount + 1) * 3;
            var uvs = new Vector2[arrayLen];
            //底面
            uvs[curIndex++] = new Vector2(0.5f, 0.5f);
            for (int i = 0; i < _circularSideCount; i++)
            {
                var rad = i * 1.0f / _circularSideCount * Mathf.PI * 2;
                var cos = Mathf.Cos(rad);
                var sin = Mathf.Sin(rad);
                uvs[curIndex++] = new Vector2(cos, sin);
            }
            //侧面
            float value = 1.0f / _circularSideCount;
            for (int i = 0; i <= _circularSideCount; i++)
            {
                uvs[curIndex++] = new Vector2(value * i, 0);
                uvs[curIndex++] = new Vector2(value * i, 1);
            }
            return uvs;
        }

效果如下:五、Unity 生成几种常用模型mesh-----ConeShape(圆锥体)_第1张图片

gitee地址:https://gitee.com/pangdudu010...

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