unity 绘制多边形
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1、Unity 绘制多边形
using System.Collections;
public class CreateMesh : MonoBehaviour
{
public float length = 1;
public Material material;
// Use this for initialization
void Start()
{
//CreateSixObj(length);
BetterCreateMul(16, 1);
CreateMul(5, 1);
}
/// <summary>
/// 创建多边形
/// </summary>
/// <param name="len"></param>
/// <param name="weith"></param>
void CreateMul(int len, float weith)
{
GameObject obj = new GameObject("six");
float angle = 360.0f / len;
Vector3 dir = Vector3.zero;
Vector3 forward = Vector3.forward;
Vector3[] vertices = new Vector3[len + 1];
vertices[0] = Vector3.zero;
for (int i = 1; i < vertices.Length; i++)
{
var rot = Quaternion.Euler(0, angle * (i - 1), 0);
print(rot.eulerAngles);
dir = rot * forward;
vertices[i] = dir * weith;
//print(Vector3.Angle(Vector3.forward,dir));
}
int[] triangles = new int[(vertices.Length - 1) * 3];
for (int i = 0; i < triangles.Length; i++)
{
if (i % 3 == 0)
{
triangles[i] = 0;
}
else
{
int z = i / 3;
int y = i % 3;
int f = z + y;
if (f > vertices.Length - 1)
{
f = 1;
}
triangles[i] = f;
}
}
Vector2[] uv = new Vector2[vertices.Length];
for (int i = 0; i < uv.Length; i++)
{
uv[i] = new Vector2(vertices[i].x, vertices[i].z);
}
MeshFilter mf = obj.AddComponent<MeshFilter>();
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
obj.AddComponent<MeshRenderer>().material = material;
mf.sharedMesh = mesh;
}
/// <summary>
/// 创建多边形
/// </summary>
/// <param name="len"></param>
/// <param name="weith"></param>
void BetterCreateMul(int len, float weith)
{
GameObject obj = new GameObject("six");
float angle = 360.0f / len;
Vector3 dir = Vector3.zero;
Vector3 forward = Vector3.forward;
Vector3[] vertices = new Vector3[len];
for (int i = 0; i < vertices.Length; i++)
{
var rot = Quaternion.Euler(0, angle * i, 0);
dir = rot * forward;
vertices[i] = dir * weith;
}
int[] triangles = new int[(vertices.Length - 2) * 3];
for (int i = 0; i < triangles.Length; i++)
{
if (i % 3 == 0)
{
triangles[i] = vertices.Length - 1;
}
else
{
int z = (i - 1) / 3;
int y = (i - 1) % 3;
int f = z + y;
triangles[i] = f;
}
}
Vector2[] uv = new Vector2[vertices.Length];
for (int i = 0; i < uv.Length; i++)
{
uv[i] = new Vector2(vertices[i].x, vertices[i].z);
}
MeshFilter mf = obj.AddComponent<MeshFilter>();
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
obj.AddComponent<MeshRenderer>().material = material;
mf.sharedMesh = mesh;
}
}
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