概述
由于基础篇已经比较详细,此篇只贴代码。
平面圆形代码
圆形也是由三角形组成的,三角形个数越多则越园。
基类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]
public class CreateMeshBase : MonoBehaviour
{
MeshFilter meshFilter;
protected Mesh mesh;
protected virtual Vector3[] Vertices { get; }
protected virtual int[] Triangles { get; }
protected virtual Vector3[] Normals { get; }
protected virtual Vector2[] Uvs { get; }
protected virtual string MeshName { get; }
protected virtual void Start()
{
GetMeshFilter();
}
protected virtual void Reset()
{
GetMeshFilter();
}
protected virtual void OnValidate()
{
GetMeshFilter();
}
void GetMeshFilter()
{
if (meshFilter == null)
{
meshFilter = GetComponent<MeshFilter>();
mesh = new Mesh();
}
mesh.triangles = null;
mesh.uv = null;
mesh.vertices = null;
mesh.name = MeshName;
mesh.vertices = Vertices;
mesh.triangles = Triangles;
mesh.uv = Uvs;
meshFilter.mesh = mesh;
}
private void OnDrawGizmos()
{
if (Vertices == null) return;
Gizmos.color = Color.red;
Gizmos.DrawSphere(Vector3.zero, 0.5f);
Gizmos.color = Color.blue;
for (int i = 0; i < Vertices.Length; i++)
{
Gizmos.DrawSphere(Vertices[i], 0.3f);
}
}
}
圆形网格
其中triCount控制三角形个数,radius控制圆大小。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CreateCircle : CreateMeshBase
{
[Range(3,100)]
public int triCount = 6;
public float radius = 5;
public bool showHalf = false;
protected override string MeshName
{
get
{
return "Circle Mesh";
}
}
protected override Vector3[] Vertices
{
get
{
Vector3[] vertices = new Vector3[triCount + 1];
vertices[0] = Vector3.zero;
float angleDelta = 2 * Mathf.PI / triCount;
for (int i = 0; i < triCount; i++)
{
float angle = angleDelta * i;
float x = radius * Mathf.Cos(angle);
float y = radius * Mathf.Sin(angle);
vertices[i + 1] = new Vector3(x, y, 0);
}
return vertices;
}
}
protected override int[] Triangles
{
get
{
int[] triangles = new int[triCount * 3];
for (int i = 0; i < triCount; i++)
{
if (showHalf)
{
if (i % 2 == 0) continue;
}
triangles[i * 3] = 0;
triangles[i * 3 + 2] = i + 1;
if (i + 2 > triCount)
{
triangles[i * 3 + 1] = 1;
}else
{
triangles[i * 3 + 1] = i + 2;
}
}
return triangles;
}
}
protected override Vector2[] Uvs
{
get
{
Vector2[] uvs = new Vector2[triCount + 1];
uvs[0] =