CocosCreator+TS动态创建模型(扇形区域)

我这边是要在角色脚下创建一个扇形区域。效果图如下:

 我用的版本是2.3.4,注意3.0以上版本接口不一样。

3.0以上版本可以参考社区一位大佬写的,我这边是用了他的顶点数据和UV。

出处:分享一个绘制扇形网格组件 - Creator 3.x - Cocos中文社区

import GameMgr from "../Mgrs/GameMgr";

const { ccclass, property } = cc._decorator;

@ccclass
/** 
 * 绘制扇形网格
 */
export class SectorComp extends cc.Component {
    @property({ type: cc.Material })
    public mat: cc.Material | null = null;

    @property({
        tooltip: "外圈半径"
    })
    public radius: number = 5;

    @property({
        tooltip: "内圈半径"
    })
    public innerRadius: number = 1;

    @property({
        tooltip: "扇形角度"
    })
    public angledegree: number = 60;

    start() {
        this.createMesh()
    }

    createMesh() {
        const model = this.node.addComponent(cc.MeshRenderer)!;
        const segments: number = Math.floor(this.angledegree / 4) + 1;                 

        var positions: number[] = [];                                                    

        // 组装顶点数据
        var vertices_count: number = segments * 2 + 2;                                    
        var vertices: Array<cc.Vec3> = new Array<cc.Vec3>(vertices_count);
        var angleRad: number = this.angledegree * cc.macro.RAD;                           
        var angleCur: number = angleRad;
        var angledelta: number = angleRad / segments;                                   
        for (var i = 0; i < vertices_count; i += 2) {                                     
            var cosA: number = Math.cos(angleCur);
            var sinA: number = Math.sin(angleCur);

            vertices[i] = new cc.Vec3(this.radius * cosA, 0, this.radius * sinA);              
            vertices[i + 1] = new cc.Vec3(this.innerRadius * cosA, 0, this.innerRadius * sinA); 
            angleCur -= angledelta;

            positions.push(vertices[i].x);
            positions.push(vertices[i].y);
            positions.push(vertices[i].z);
            positions.push(vertices[i + 1].x);
            positions.push(vertices[i + 1].y);
            positions.push(vertices[i + 1].z);
        }


        // 组装三角形数据
        var indice_count: number = segments * 6;                                               
        var indices: Array<number> = new Array<number>(indice_count);
        for (var i = 0, vi = 0; i < indice_count; i += 6, vi += 2) {                           
            indices[i] = vi;
            indices[i + 1] = vi + 3;
            indices[i + 2] = vi + 1;
            indices[i + 3] = vi + 2;
            indices[i + 4] = vi + 3;
            indices[i + 5] = vi;
        }

        // 组装UV数据
        var uvs: number[] = [];
        for (var i = 0; i < vertices_count; i++) {
            var u = vertices[i].x / this.radius / 2 + 0.5
            var v = vertices[i].z / this.radius / 2 + 0.5
            uvs.push(u, v);
        }
        //@ts-ignore
        let gfx = cc.gfx;
        //创建Mesh
        const mesh = new cc.Mesh();
        //初始化格式
        let vfmtPosColor = new gfx.VertexFormat([
            { name: gfx.ATTR_POSITION, type: gfx.ATTR_TYPE_FLOAT32, num: 3 },
            { name: gfx.ATTR_UV0, type: gfx.ATTR_TYPE_FLOAT32, num: 2 },
        ]);
        mesh.init(vfmtPosColor,vertices_count,true);
        //设置顶点位置
        mesh.setVertices(gfx.ATTR_POSITION,positions);
        //UV
        mesh.setVertices(gfx.ATTR_UV0,uvs);
        mesh.setIndices(indices);
        model.mesh = mesh;
        model.setMaterial(0,this.mat);
    }
}

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转载自blog.csdn.net/qq_42597694/article/details/124215636
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