3DLogoCarver.cs 10 KB

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  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. public class Logo3DCarver : MonoBehaviour
  4. {
  5. [Header("目标对象设置")]
  6. [SerializeField] private GameObject targetObject;
  7. [SerializeField] private string targetObjectName = "Object001";
  8. [Header("Plane设置")]
  9. [SerializeField] private Vector3 planePosition = Vector3.zero;
  10. [SerializeField] private Vector3 planeRotation = Vector3.zero;
  11. [SerializeField] private Vector3 planeScale = Vector3.one;
  12. [SerializeField] private Material planeMaterial;
  13. [Header("3D文字雕刻设置")]
  14. [SerializeField] private string logoText = "LOGO";
  15. [SerializeField] private Font logoFont;
  16. [SerializeField] private int fontSize = 48;
  17. [SerializeField] private float carveDepth = 0.1f; // 雕刻深度
  18. [SerializeField] private Color textColor = Color.white;
  19. [SerializeField] private Vector3 textOffset = Vector3.zero;
  20. [SerializeField] private bool emboss = false; // 浮雕效果(凸起)
  21. [SerializeField] private bool carve = true; // 雕刻效果(凹陷)
  22. [Header("材质设置")]
  23. [SerializeField] private Material textMaterial; // 文字材质
  24. [SerializeField] private bool useEmission = false; // 是否使用发光效果
  25. [SerializeField] private Color emissionColor = Color.yellow; // 发光颜色
  26. [SerializeField] private float emissionIntensity = 1.0f; // 发光强度
  27. private GameObject createdPlane;
  28. private GameObject carvedText;
  29. private Mesh originalMesh;
  30. [ContextMenu("创建3D雕刻Logo")]
  31. public void Create3DCarvedLogo()
  32. {
  33. // 查找目标对象
  34. GameObject target = targetObject;
  35. if (target == null)
  36. {
  37. target = GameObject.Find(targetObjectName);
  38. if (target == null)
  39. {
  40. Debug.LogError($"未找到名为 {targetObjectName} 的对象");
  41. return;
  42. }
  43. }
  44. // 创建Plane
  45. CreatePlane(target);
  46. // 创建3D雕刻文字
  47. Create3DText();
  48. Debug.Log($"已在 {target.name} 上成功创建3D雕刻Logo");
  49. }
  50. private void CreatePlane(GameObject parent)
  51. {
  52. // 创建Plane GameObject
  53. createdPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
  54. createdPlane.name = "LogoPlane_3D";
  55. // 设置Transform
  56. Transform planeTransform = createdPlane.transform;
  57. planeTransform.SetParent(parent.transform);
  58. planeTransform.localPosition = planePosition;
  59. planeTransform.localRotation = Quaternion.Euler(planeRotation);
  60. planeTransform.localScale = planeScale;
  61. // 设置材质
  62. if (planeMaterial != null)
  63. {
  64. MeshRenderer renderer = createdPlane.GetComponent<MeshRenderer>();
  65. renderer.material = planeMaterial;
  66. }
  67. // 保存原始Mesh
  68. MeshFilter meshFilter = createdPlane.GetComponent<MeshFilter>();
  69. originalMesh = meshFilter.mesh;
  70. }
  71. private void Create3DText()
  72. {
  73. if (string.IsNullOrEmpty(logoText))
  74. {
  75. Debug.LogWarning("Logo文字为空,跳过文字创建");
  76. return;
  77. }
  78. // 创建3D文字对象
  79. carvedText = new GameObject("3DLogoText");
  80. carvedText.transform.SetParent(createdPlane.transform);
  81. carvedText.transform.localPosition = textOffset;
  82. carvedText.transform.localRotation = Quaternion.identity;
  83. // 生成3D文字Mesh
  84. Mesh textMesh = Generate3DTextMesh();
  85. // 添加MeshFilter和MeshRenderer
  86. MeshFilter meshFilter = carvedText.AddComponent<MeshFilter>();
  87. meshFilter.mesh = textMesh;
  88. MeshRenderer meshRenderer = carvedText.AddComponent<MeshRenderer>();
  89. // 设置材质
  90. if (textMaterial != null)
  91. {
  92. meshRenderer.material = textMaterial;
  93. }
  94. else
  95. {
  96. // 创建默认材质
  97. Material defaultMaterial = new Material(Shader.Find("Standard"));
  98. defaultMaterial.color = textColor;
  99. if (useEmission)
  100. {
  101. defaultMaterial.EnableKeyword("_EMISSION");
  102. defaultMaterial.SetColor("_EmissionColor", emissionColor * emissionIntensity);
  103. }
  104. meshRenderer.material = defaultMaterial;
  105. }
  106. // 调整位置,让文字面向摄像机
  107. carvedText.transform.LookAt(Camera.main.transform);
  108. carvedText.transform.Rotate(0, 180, 0);
  109. }
  110. private Mesh Generate3DTextMesh()
  111. {
  112. // 创建临时GameObject来生成文字
  113. GameObject tempText = new GameObject("TempText");
  114. TextMesh textMesh = tempText.AddComponent<TextMesh>();
  115. textMesh.text = logoText;
  116. textMesh.font = logoFont;
  117. textMesh.fontSize = fontSize;
  118. textMesh.color = textColor;
  119. textMesh.alignment = TextAlignment.Center;
  120. textMesh.anchor = TextAnchor.MiddleCenter;
  121. // 获取文字Mesh
  122. MeshFilter tempMeshFilter = tempText.GetComponent<MeshFilter>();
  123. Mesh textMeshData = tempMeshFilter.sharedMesh;
  124. // 创建3D文字Mesh
  125. Mesh finalMesh = new Mesh();
  126. if (textMeshData != null)
  127. {
  128. // 复制原始顶点和UV
  129. Vector3[] originalVertices = textMeshData.vertices;
  130. Vector2[] originalUVs = textMeshData.uv;
  131. int[] originalTriangles = textMeshData.triangles;
  132. // 创建3D顶点(前面和后面)
  133. List<Vector3> vertices = new List<Vector3>();
  134. List<Vector2> uvs = new List<Vector2>();
  135. List<int> triangles = new List<int>();
  136. // 前面顶点
  137. for (int i = 0; i < originalVertices.Length; i++)
  138. {
  139. vertices.Add(originalVertices[i]);
  140. uvs.Add(originalUVs[i]);
  141. }
  142. // 后面顶点
  143. for (int i = 0; i < originalVertices.Length; i++)
  144. {
  145. Vector3 backVertex = originalVertices[i];
  146. if (carve)
  147. {
  148. backVertex.z -= carveDepth; // 凹陷
  149. }
  150. else if (emboss)
  151. {
  152. backVertex.z += carveDepth; // 凸起
  153. }
  154. vertices.Add(backVertex);
  155. uvs.Add(originalUVs[i]);
  156. }
  157. // 前面三角形
  158. for (int i = 0; i < originalTriangles.Length; i += 3)
  159. {
  160. triangles.Add(originalTriangles[i]);
  161. triangles.Add(originalTriangles[i + 1]);
  162. triangles.Add(originalTriangles[i + 2]);
  163. }
  164. // 后面三角形(反向)
  165. for (int i = 0; i < originalTriangles.Length; i += 3)
  166. {
  167. triangles.Add(originalTriangles[i + 2] + originalVertices.Length);
  168. triangles.Add(originalTriangles[i + 1] + originalVertices.Length);
  169. triangles.Add(originalTriangles[i] + originalVertices.Length);
  170. }
  171. // 侧面三角形
  172. for (int i = 0; i < originalTriangles.Length; i += 3)
  173. {
  174. int v1 = originalTriangles[i];
  175. int v2 = originalTriangles[i + 1];
  176. int v3 = originalTriangles[i + 2];
  177. int v1Back = v1 + originalVertices.Length;
  178. int v2Back = v2 + originalVertices.Length;
  179. int v3Back = v3 + originalVertices.Length;
  180. // 侧面1
  181. triangles.Add(v1);
  182. triangles.Add(v1Back);
  183. triangles.Add(v2);
  184. triangles.Add(v2);
  185. triangles.Add(v1Back);
  186. triangles.Add(v2Back);
  187. // 侧面2
  188. triangles.Add(v2);
  189. triangles.Add(v2Back);
  190. triangles.Add(v3);
  191. triangles.Add(v3);
  192. triangles.Add(v2Back);
  193. triangles.Add(v3Back);
  194. // 侧面3
  195. triangles.Add(v3);
  196. triangles.Add(v3Back);
  197. triangles.Add(v1);
  198. triangles.Add(v1);
  199. triangles.Add(v3Back);
  200. triangles.Add(v1Back);
  201. }
  202. // 设置Mesh数据
  203. finalMesh.vertices = vertices.ToArray();
  204. finalMesh.uv = uvs.ToArray();
  205. finalMesh.triangles = triangles.ToArray();
  206. finalMesh.RecalculateNormals();
  207. finalMesh.RecalculateBounds();
  208. }
  209. // 清理临时对象
  210. DestroyImmediate(tempText);
  211. return finalMesh;
  212. }
  213. [ContextMenu("删除3D雕刻Logo")]
  214. public void Delete3DCarvedLogo()
  215. {
  216. if (createdPlane != null)
  217. {
  218. DestroyImmediate(createdPlane);
  219. createdPlane = null;
  220. carvedText = null;
  221. Debug.Log("已删除3D雕刻Logo");
  222. }
  223. }
  224. [ContextMenu("更新3D文字")]
  225. public void Update3DText()
  226. {
  227. if (carvedText != null)
  228. {
  229. MeshFilter meshFilter = carvedText.GetComponent<MeshFilter>();
  230. if (meshFilter != null)
  231. {
  232. meshFilter.mesh = Generate3DTextMesh();
  233. Debug.Log("已更新3D文字");
  234. }
  235. }
  236. }
  237. [ContextMenu("查找目标对象")]
  238. public void FindTargetObject()
  239. {
  240. GameObject found = GameObject.Find(targetObjectName);
  241. if (found != null)
  242. {
  243. targetObject = found;
  244. Debug.Log($"已找到目标对象: {found.name}");
  245. }
  246. else
  247. {
  248. Debug.LogWarning($"未找到名为 {targetObjectName} 的对象");
  249. }
  250. }
  251. // 在Inspector中实时预览
  252. private void OnValidate()
  253. {
  254. if (Application.isPlaying && carvedText != null)
  255. {
  256. Update3DText();
  257. }
  258. }
  259. }