Detailed steps and sample code to realize the disassembly and assembly of 3D objects

Split 3D objects
Use 3D modeling software to split the original 3D model into multiple independently controllable parts and import each part into Unity.

Create GameObject and add script
In Unity, create a separate GameObject for each part and add corresponding script to it. These scripts can control properties such as position, rotation, and scale of each part.

For example, to control the position and rotation of a part, create a GameObject named "Part1" and add the following script to it:

using UnityEngine;

public class Part1Controller : MonoBehaviour
{
    // 移动速度
    public float moveSpeed = 1f;

    // 旋转速度
    public float rotateSpeed = 1f;

    // 移动部分
    public void Move(Vector3 direction)
    {
        transform.position += direction * moveSpeed * Time.deltaTime;
    }

    // 旋转部分
    public void Rotate(Vector3 axis)
    {
        transform.Rotate(axis * rotateSpeed * Time.deltaTime);
    }
}


Realize the function of disassembly and assembly.
Interactive control can be added to each part, and the corresponding processing will be carried out when the user operates. For example, users can move parts by dragging with the mouse, or rotate and scale parts by pressing keys.

Here is a sample code to control the movement and rotation of Part1:

using UnityEngine;

public class InteractController : MonoBehaviour
{
    // 拖拽部分时距离鼠标的偏移
    private Vector3 offset;

    // 鼠标是否按下
    private bool isMouseDown = false;

    // Part1的控制器
    private Part1Controller part1Controller;

    private void Start()
    {
        // 获取Part1的控制器
        part1Controller = GameObject.Find("Part1").GetComponent<Part1Controller>();
    }

    private void OnMouseDown()
    {
        // 计算拖拽偏移
        offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f));
        isMouseDown = true;
    }

    private void OnMouseUp()
    {
        isMouseDown = false;
    }

    private void OnMouseDrag()
    {
        if (isMouseDown)
        {
            // 计算鼠标位置
            Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0f);

            // 计算拖拽位置
            Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;

            // 移动Part1
            part1Controller.Move(curPosition - transform.position);
        }
    }

    private void Update()
    {
        // 旋转Part1
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            part1Controller.Rotate(Vector3.forward);
        }
        else if (Input.GetKey(KeyCode.RightArrow))
        {
            part1Controller.Rotate(-Vector3.forward);
        }
    }
}


In the above sample code, the InteractController script adds mouse drag and keyboard rotation controls to Part1. Users can move Part1 by dragging with the mouse, or rotate Part1 by pressing keys.

Assembling parts
When assembling parts, you can program to ensure that each part connects correctly. For example, you can add a connection point to the controller of Part1 and place a connectable part near the connection point.

The following is a sample code to control the connection of Part1 and Part2:

using UnityEngine;

public class Part1Controller : MonoBehaviour
{
    // ...

    // 连接点位置
    public Vector3 connectionPoint = Vector3.zero;

    // 连接的部件
    private GameObject connectedPart;

    // 连接Part2
    public void ConnectPart2(GameObject part2)
    {
        // 计算连接点位置
        Vector3 connectionWorldPoint = transform.TransformPoint(connectionPoint);

        // 获取Part2的控制器
        Part2Controller part2Controller = part2.GetComponent<Part2Controller>();

        // 计算Part2的连接点位置
        Vector3 part2ConnectionPoint = part2.transform.TransformPoint(part2Controller.connectionPoint);

        // 计算连接点偏移
        Vector3 offset = connectionWorldPoint - part2ConnectionPoint;

        // 移动Part2
        part2.transform.position += offset;

        // 连接Part2
        connectedPart = part2;
        part2Controller.connectedPart = gameObject;
    }

    // 断开连接
    public void Disconnect()
    {
        if (connectedPart != null)
        {
            // 获取连接的部件的控制器
            BaseController connectedController = connectedPart.GetComponent<BaseController>();

            // 断开连接
            connectedController.Disconnect();
            connectedPart = null;
        }
    }
}


In the above sample code, the controller of Part1 adds ConnectPart2 and Disconnect methods for connecting and disconnecting Part1 and Part2. When connecting, Part1 calculates the connection point position and the connection point position of Part2, and moves Part2 to the connection point position. After connection, Part1 saves the connected parts and passes the connection information to Part2.

The above are the detailed steps and sample codes to realize the disassembly and assembly of 3D objects. It should be noted that this is just a basic example, and may need to be modified and expanded according to specific needs in actual situations.

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Origin blog.csdn.net/WMcsdn11124/article/details/130408111