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- using UnityEngine;
- using System.Collections.Generic;
- public class Logo3DCarver : MonoBehaviour
- {
- [Header("目标对象设置")]
- [SerializeField] private GameObject targetObject;
- [SerializeField] private string targetObjectName = "Object001";
-
- [Header("Plane设置")]
- [SerializeField] private Vector3 planePosition = Vector3.zero;
- [SerializeField] private Vector3 planeRotation = Vector3.zero;
- [SerializeField] private Vector3 planeScale = Vector3.one;
- [SerializeField] private Material planeMaterial;
-
- [Header("3D文字雕刻设置")]
- [SerializeField] private string logoText = "LOGO";
- [SerializeField] private Font logoFont;
- [SerializeField] private int fontSize = 48;
- [SerializeField] private float carveDepth = 0.1f; // 雕刻深度
- [SerializeField] private Color textColor = Color.white;
- [SerializeField] private Vector3 textOffset = Vector3.zero;
- [SerializeField] private bool emboss = false; // 浮雕效果(凸起)
- [SerializeField] private bool carve = true; // 雕刻效果(凹陷)
-
- [Header("材质设置")]
- [SerializeField] private Material textMaterial; // 文字材质
- [SerializeField] private bool useEmission = false; // 是否使用发光效果
- [SerializeField] private Color emissionColor = Color.yellow; // 发光颜色
- [SerializeField] private float emissionIntensity = 1.0f; // 发光强度
-
- private GameObject createdPlane;
- private GameObject carvedText;
- private Mesh originalMesh;
-
- [ContextMenu("创建3D雕刻Logo")]
- public void Create3DCarvedLogo()
- {
- // 查找目标对象
- GameObject target = targetObject;
- if (target == null)
- {
- target = GameObject.Find(targetObjectName);
- if (target == null)
- {
- Debug.LogError($"未找到名为 {targetObjectName} 的对象");
- return;
- }
- }
-
- // 创建Plane
- CreatePlane(target);
-
- // 创建3D雕刻文字
- Create3DText();
-
- Debug.Log($"已在 {target.name} 上成功创建3D雕刻Logo");
- }
-
- private void CreatePlane(GameObject parent)
- {
- // 创建Plane GameObject
- createdPlane = GameObject.CreatePrimitive(PrimitiveType.Plane);
- createdPlane.name = "LogoPlane_3D";
-
- // 设置Transform
- Transform planeTransform = createdPlane.transform;
- planeTransform.SetParent(parent.transform);
- planeTransform.localPosition = planePosition;
- planeTransform.localRotation = Quaternion.Euler(planeRotation);
- planeTransform.localScale = planeScale;
-
- // 设置材质
- if (planeMaterial != null)
- {
- MeshRenderer renderer = createdPlane.GetComponent<MeshRenderer>();
- renderer.material = planeMaterial;
- }
-
- // 保存原始Mesh
- MeshFilter meshFilter = createdPlane.GetComponent<MeshFilter>();
- originalMesh = meshFilter.mesh;
- }
-
- private void Create3DText()
- {
- if (string.IsNullOrEmpty(logoText))
- {
- Debug.LogWarning("Logo文字为空,跳过文字创建");
- return;
- }
-
- // 创建3D文字对象
- carvedText = new GameObject("3DLogoText");
- carvedText.transform.SetParent(createdPlane.transform);
- carvedText.transform.localPosition = textOffset;
- carvedText.transform.localRotation = Quaternion.identity;
-
- // 生成3D文字Mesh
- Mesh textMesh = Generate3DTextMesh();
-
- // 添加MeshFilter和MeshRenderer
- MeshFilter meshFilter = carvedText.AddComponent<MeshFilter>();
- meshFilter.mesh = textMesh;
-
- MeshRenderer meshRenderer = carvedText.AddComponent<MeshRenderer>();
-
- // 设置材质
- if (textMaterial != null)
- {
- meshRenderer.material = textMaterial;
- }
- else
- {
- // 创建默认材质
- Material defaultMaterial = new Material(Shader.Find("Standard"));
- defaultMaterial.color = textColor;
-
- if (useEmission)
- {
- defaultMaterial.EnableKeyword("_EMISSION");
- defaultMaterial.SetColor("_EmissionColor", emissionColor * emissionIntensity);
- }
-
- meshRenderer.material = defaultMaterial;
- }
-
- // 调整位置,让文字面向摄像机
- carvedText.transform.LookAt(Camera.main.transform);
- carvedText.transform.Rotate(0, 180, 0);
- }
-
- private Mesh Generate3DTextMesh()
- {
- // 创建临时GameObject来生成文字
- GameObject tempText = new GameObject("TempText");
- TextMesh textMesh = tempText.AddComponent<TextMesh>();
- textMesh.text = logoText;
- textMesh.font = logoFont;
- textMesh.fontSize = fontSize;
- textMesh.color = textColor;
- textMesh.alignment = TextAlignment.Center;
- textMesh.anchor = TextAnchor.MiddleCenter;
-
- // 获取文字Mesh
- MeshFilter tempMeshFilter = tempText.GetComponent<MeshFilter>();
- Mesh textMeshData = tempMeshFilter.sharedMesh;
-
- // 创建3D文字Mesh
- Mesh finalMesh = new Mesh();
-
- if (textMeshData != null)
- {
- // 复制原始顶点和UV
- Vector3[] originalVertices = textMeshData.vertices;
- Vector2[] originalUVs = textMeshData.uv;
- int[] originalTriangles = textMeshData.triangles;
-
- // 创建3D顶点(前面和后面)
- List<Vector3> vertices = new List<Vector3>();
- List<Vector2> uvs = new List<Vector2>();
- List<int> triangles = new List<int>();
-
- // 前面顶点
- for (int i = 0; i < originalVertices.Length; i++)
- {
- vertices.Add(originalVertices[i]);
- uvs.Add(originalUVs[i]);
- }
-
- // 后面顶点
- for (int i = 0; i < originalVertices.Length; i++)
- {
- Vector3 backVertex = originalVertices[i];
- if (carve)
- {
- backVertex.z -= carveDepth; // 凹陷
- }
- else if (emboss)
- {
- backVertex.z += carveDepth; // 凸起
- }
- vertices.Add(backVertex);
- uvs.Add(originalUVs[i]);
- }
-
- // 前面三角形
- for (int i = 0; i < originalTriangles.Length; i += 3)
- {
- triangles.Add(originalTriangles[i]);
- triangles.Add(originalTriangles[i + 1]);
- triangles.Add(originalTriangles[i + 2]);
- }
-
- // 后面三角形(反向)
- for (int i = 0; i < originalTriangles.Length; i += 3)
- {
- triangles.Add(originalTriangles[i + 2] + originalVertices.Length);
- triangles.Add(originalTriangles[i + 1] + originalVertices.Length);
- triangles.Add(originalTriangles[i] + originalVertices.Length);
- }
-
- // 侧面三角形
- for (int i = 0; i < originalTriangles.Length; i += 3)
- {
- int v1 = originalTriangles[i];
- int v2 = originalTriangles[i + 1];
- int v3 = originalTriangles[i + 2];
-
- int v1Back = v1 + originalVertices.Length;
- int v2Back = v2 + originalVertices.Length;
- int v3Back = v3 + originalVertices.Length;
-
- // 侧面1
- triangles.Add(v1);
- triangles.Add(v1Back);
- triangles.Add(v2);
-
- triangles.Add(v2);
- triangles.Add(v1Back);
- triangles.Add(v2Back);
-
- // 侧面2
- triangles.Add(v2);
- triangles.Add(v2Back);
- triangles.Add(v3);
-
- triangles.Add(v3);
- triangles.Add(v2Back);
- triangles.Add(v3Back);
-
- // 侧面3
- triangles.Add(v3);
- triangles.Add(v3Back);
- triangles.Add(v1);
-
- triangles.Add(v1);
- triangles.Add(v3Back);
- triangles.Add(v1Back);
- }
-
- // 设置Mesh数据
- finalMesh.vertices = vertices.ToArray();
- finalMesh.uv = uvs.ToArray();
- finalMesh.triangles = triangles.ToArray();
- finalMesh.RecalculateNormals();
- finalMesh.RecalculateBounds();
- }
-
- // 清理临时对象
- DestroyImmediate(tempText);
-
- return finalMesh;
- }
-
- [ContextMenu("删除3D雕刻Logo")]
- public void Delete3DCarvedLogo()
- {
- if (createdPlane != null)
- {
- DestroyImmediate(createdPlane);
- createdPlane = null;
- carvedText = null;
- Debug.Log("已删除3D雕刻Logo");
- }
- }
-
- [ContextMenu("更新3D文字")]
- public void Update3DText()
- {
- if (carvedText != null)
- {
- MeshFilter meshFilter = carvedText.GetComponent<MeshFilter>();
- if (meshFilter != null)
- {
- meshFilter.mesh = Generate3DTextMesh();
- Debug.Log("已更新3D文字");
- }
- }
- }
-
- [ContextMenu("查找目标对象")]
- public void FindTargetObject()
- {
- GameObject found = GameObject.Find(targetObjectName);
- if (found != null)
- {
- targetObject = found;
- Debug.Log($"已找到目标对象: {found.name}");
- }
- else
- {
- Debug.LogWarning($"未找到名为 {targetObjectName} 的对象");
- }
- }
-
- // 在Inspector中实时预览
- private void OnValidate()
- {
- if (Application.isPlaying && carvedText != null)
- {
- Update3DText();
- }
- }
- }
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