public int n = 6;
public int r = 3;
void Start()
{
Mesh mesh = new Mesh();//创建一个新mesh
VertexHelper vh = new VertexHelper();//网格信息辅助类
//辅助类添加顶点,第一个顶点为v3的坐标,第二个颜色,第三个是V2的uv坐标,一般原点对应0.5f,0.5f
vh.AddVert(Vector3.zero, Color.blue, new Vector2(0.5f, 0.5f));
float a = 2 * Mathf.PI / n; //计算每一段的角度
for (int i = 0; i < n; i++)
{
float x = Mathf.Sin(a * i) * r;//a*i是当前段的角度
float y = Mathf.Cos(a * i) * r;
//计算uv坐标,相对位置
float uvx = (x + r) / (2 * r);//算出uv比例
float uvy = (y + r) / (2 * r);
vh.AddVert(new Vector3(x, 0, y), Color.blue, new Vector2(uvx, uvy));//辅助类添加顶点
//添加绘制顺序
if (i == n - 1) //绘制到最后一个是时候
{
//辅助类的渲染API是三个参数,一个渲染面的三个顶点
vh.AddTriangle(0, i + 1, 1);
}
else
{
vh.AddTriangle(0, i + 1, i + 2);
}
}
vh.FillMesh(mesh);//把数据赋给此mesh
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshCollider>().sharedMesh = mesh;
}
二:使用uv坐标来绘制纹理
public int n = 6;
public int r = 3;
void Start()
{
Mesh mesh = new Mesh();
List<Vector3> vs = new List<Vector3>();//顶点
vs.Add(Vector3.zero);
List<int> sx = new List<int>();//渲染顺序
List<Vector2>uv= new List<Vector2>(); //uc坐标集合V2
uv.Add(new Vector2(0.5f, 0.5f));
float a = 2 * Mathf.PI / n; //弧度
for (int i = 0; i < n; i++)
{
float x = Mathf.Sin(a * i) * r;
float y = Mathf.Cos(a * i) * r;
vs.Add(new Vector3(x, 0, y));
//计算uv坐标
float uvx=(x+r)/(2*r);//算出uv比例
float uvy=(y+r)/(2*r);
uv.Add(new Vector2(uvx, uvy));
//添加绘制顺序
sx.Add(0);
sx.Add(i + 1);
if (i == n - 1) //绘制到最后一个是时候
{
sx.Add(1);
}
else
{
sx.Add(i + 2);
}
}
mesh.vertices = vs.ToArray();
mesh.triangles = sx.ToArray();
mesh.uv=uv.ToArray();
GetComponent<MeshFilter>().mesh = mesh;
GetComponent<MeshCollider>().sharedMesh = mesh;
}