Unity C#生成的网格是偏移的,为什么它不在正确的位置?

时间:2012-08-25 23:16:46

标签: c# unity3d mesh

我试图从脚本生成一个统一的网格。通过在特定方向上进行光线投射来生成网格。然后从命中点或光线终止的位置获取顶点。网格生成很好并且运行良好,但是网格在附加脚本的对象位置上方生成大约5到10个单位单位。我将在下面附上我的脚本。

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

public class Torch : MonoBehaviour {

    public GameObject  lightmeshholder;

    private int RaysToShoot = 128;
    private float distance = 50;
    private Vector3[] vertices;
    private Vector2[] vertices2d;
    private int[] triangles;

    private Mesh mesh;

    private Texture2D texture;
    private int screenwidth;
    private int screenheight;
    private int grab = 0;

    private RaycastHit hit;


    // Use this for initialization
    void Start () {
    screenwidth = Screen.width;
    screenheight = Screen.height;
    texture = new Texture2D (screenwidth, screenheight, TextureFormat.RGB24, false);

    vertices = new Vector3[RaysToShoot];
    vertices2d = new Vector2[RaysToShoot];
    triangles = new int[(RaysToShoot) +1 ];

    mesh= lightmeshholder.GetComponent<MeshFilter>().mesh;

    }

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

        float angle =0;

            for(int i=0;i<RaysToShoot;i++){

                        float x = Mathf.Sin(0);
                        x=-5;
            if(Input.GetKey(KeyCode.P)){
                    x = 5;
            }
                        float y = Mathf.Cos(angle);
            if (angle <= 90){
                        angle += 2*Mathf.PI/RaysToShoot;
            }

            Vector3 dir = new Vector3(x,y,0);
        if (Physics.Raycast (this.transform.position, dir,out hit, distance)) 
        {
                Debug.DrawLine (this.transform.position, hit.point,new Color(1,1,0,1));
            Vector3 tmp = lightmeshholder.transform.InverseTransformPoint(hit.point);
            vertices2d[i] = new Vector2(tmp.x,tmp.y);

            }else{
            Vector3 tmp = lightmeshholder.transform.InverseTransformPoint(this.transform.position + dir*distance);
            vertices2d[i] = new Vector2(tmp.x,tmp.y);
            Debug.DrawLine(this.transform.position,dir * distance,Color.red,0); 
            }



        }

        // build mesh

    Vector2[] uvs = new Vector2[vertices2d.Length +1];
    Vector3[] newvertices = new Vector3[vertices2d.Length+1];


    for (int n = 0; n<newvertices.Length-1 ;n++) 
    {


            if(n==0){
            newvertices[0]=this.transform.position; 
                newvertices[1] = vertices2d[0];
                uvs[0] = new Vector2(this.transform.position.x,this.transform.position.y);
                uvs[1] = vertices2d[0];
            }else{
            newvertices[n+1] = vertices2d[n];   
                uvs[n+1] = vertices2d[n];
            }

            if(n==0){
                triangles[0] = 0;   
                triangles[1] = 1;
                triangles[2] = 2;
            }else if(n<newvertices.Length/3){
                triangles[n*3] = 0; 
                triangles[1+n*3] = n+1;
                triangles[2+n*3] = n+2;
            }

    }
        Mesh mesh = new Mesh(); 
        GetComponent<MeshFilter>().mesh = mesh; 
        mesh.Clear();
        mesh.vertices = newvertices;        
        mesh.uv = uvs;  
        mesh.triangles = triangles;
        mesh.RecalculateNormals();          
    }
}  

2 个答案:

答案 0 :(得分:3)

您从光线投射获得的生命值是全局的。你可以:

1)确保网格位于位于0,0,0的游戏对象中。每当我创建一个基于光线生命值的动态网格时,我通常会在0,0,0处创建一个新的无父级游戏对象并将网格添加到它。 (而不是从外部获取容器GameObject)

2)在构建网格之前,在光线投射的生命点上调用lightmeshholder.transform.InverseTransformPoint

答案 1 :(得分:0)

当您将顶点指定回网格时,它们将以相对于对象根的本地坐标计算。所以,如果你想把它带回“它应该在哪里”,用.TransformPoint()调用来处理它们以获得适当的偏移量。这应该可以解决您的问题,因为他们位于不同的位置。我有同样的问题。