• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Morboz · Dec 21, 2020 at 10:54 AM · quaternionangle

get new position from current position, new rotation and distance

for a top down 2d project, i'm attempting to make a "cone of fire" mesh in front of weapons. i have the origin point, range and angle values.

I want to create the mesh points from those values, for now 4 points will do, those are the origin point, the straight ahead point based on range and the two side points.

my qustion is specifically for those side points and how to get their position based on the values i have while keeping in mind the object can be rotated so creating those points should be relative to the object own "forward".

thanks, any advice is welcome.

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image xxmariofer · Dec 21, 2020 at 02:02 PM 0
Share

isnt creating an empty object with the cone mesh collider and detect triggers/collisions easier and better for performance?

Show more comments

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Morboz · Dec 27, 2020 at 01:07 PM

this is how i solved this eventually.

this script uses the range and angle values of the weapon to create the cone of fire shape.

changing the numOfTriangles value adds/reduces triangles from the shape for a more curved arch.

 using UnityEngine;
 using System.Collections.Generic;
 
 [RequireComponent(typeof(MeshFilter))]
 public class WeaponConeMesh : MonoBehaviour {
 
     Mesh mesh;
     MeshRenderer meshRenderer;
     Transform weapon;
 
     float range;
     float weaponAngle;
     float coneAngle;
     Vector3 projOrigin;
 
     int numOfTriangles = 10;
     List<Vector3> verticesList = new List<Vector3> ();
     List<int> trianglesList = new List<int> ();
 
     void Awake() {
         mesh = GetComponent<MeshFilter>().mesh;
         meshRenderer = GetComponent<MeshRenderer>();
         weapon = transform.parent;
     }
 
     void Start() {
         WeaponHandler weaponHandler = weapon.GetComponent<WeaponHandler>();
         range = weaponHandler.range;
         projOrigin = weaponHandler.projOrigin;
         if (weaponHandler.angle <= 1) {
             coneAngle = 1;
         } else {
             coneAngle = weaponHandler.angle;
         }
 
         transform.position = projOrigin;
 
         MakeMeshData();
         CreateMesh();
     }
 
     void MakeMeshData() {
         float angleMultiplier = 1f;
         float pointIncrement = 1f / (numOfTriangles / 2);
         for (int i = 0; i < numOfTriangles + 2; i++) {
             if (i == 0) {
                 verticesList.Add(new Vector3(0, 0, 0));
             }
             else {
                 verticesList.Add(Quaternion.Euler(new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, coneAngle * angleMultiplier)) * Vector3.up * range);
                 angleMultiplier -= pointIncrement;
             }
         }
 
         for (int i = 0; i < numOfTriangles; i++) {
             List<int> singleTriangle = new List<int> ();
             singleTriangle.Add(0);
             singleTriangle.Add(1 + i);
             singleTriangle.Add(2 + i);
             trianglesList.AddRange(singleTriangle);
         }
 
     }
 
 
     void CreateMesh() {
         mesh.Clear();
         mesh.vertices = verticesList.ToArray();
         mesh.triangles = trianglesList.ToArray();
     }
 
 }
 
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

113 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Random perpendicular vector3 after rotation 1 Answer

How to do relativte offset rotation 0 Answers

Quaternion and rotation angles 2 Answers

Make a side of an object LookAT another object 1 Answer

Quaternion.Angle and 360 degrees 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges