使用Unity Mesh生成正N边形

原文链接 : http://www.manew.com/thread-98971-1-1.html


效果: 


边数多了就会变成这样:



代码如下 :

using UnityEngine;
using System.Collections;

public class MeshUtil : MonoBehaviour
{
    public float length = 1;
    public Material material;

    void Start()
    {
        CreateMul(360, 1);
        BetterCreateMul(360, 1);
    }

    void CreateMul(int len, float width)
    {
        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 = 0; i < vertices.Length; i++)
        {
            var rot = Quaternion.Euler(0, angle * (i - 1), 0);
            print(rot.eulerAngles);
            dir = rot * forward;
            vertices[i] = dir * width;
        }

        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;
    }

    void BetterCreateMul(int len, float weith)
    {
        GameObject obj = new GameObject("six2");
        obj.transform.position = new Vector3(2, 0, 0);
        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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