Unity 3D 动态创建Mesh圆环

using UnityEngine;

public class _DebugCreateMesh : MonoBehaviour
{
    public float Radius = 6;          //外半径  
    public float innerRadius = 3;     //内半径
    public float angleDegree = 360;   //扇形或扇面的角度
    public float startAngle = 0;//起始角度
    public int Segments = 60;         //分割数  

    private GameObject tempGo;
    private MeshFilter meshFilter;
    private MeshRenderer meshRenderer;
    private Shader Shader;

    void Start()
    {
        tempGo = new GameObject("yuanhuan");
        tempGo.transform.position = Vector3.zero;
        meshFilter = tempGo.AddComponent<MeshFilter>();
        meshRenderer = tempGo.AddComponent<MeshRenderer>();
        Shader = Shader.Find("Unlit/Color");
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CreateMesh(Radius, innerRadius, startAngle, angleDegree, Segments);
        }
    }




    Mesh CreateMesh(float radius, float innerradius, float startangle, float angledegree, int segments)
    {
        //vertices(顶点):
        int vertices_count = segments * 2 + 2;              //因为vertices(顶点)的个数与triangles(索引三角形顶点数)必须匹配
        Vector3[] vertices = new Vector3[vertices_count];
        float angleRad = Mathf.Deg2Rad * angledegree;
        float angleRad1 = Mathf.Deg2Rad * startangle;
        float angleCur = angleRad;
        float angledelta = (angleRad - angleRad1) / segments;
        for (int i = 0; i < vertices_count; i += 2)
        {
            float cosA = Mathf.Cos(angleCur);
            float sinA = Mathf.Sin(angleCur);

            vertices[i] = new Vector3(radius * cosA, 0, radius * sinA);
            vertices[i + 1] = new Vector3(innerradius * cosA, 0, innerradius * sinA);
            angleCur -= angledelta;
        }

        //triangles:
        int triangle_count = segments * 6;
        int[] triangles = new int[triangle_count];
        for (int i = 0, vi = 0; i < triangle_count; i += 6, vi += 2)
        {
            triangles[i] = vi;
            triangles[i + 1] = vi + 3;
            triangles[i + 2] = vi + 1;
            triangles[i + 3] = vi + 2;
            triangles[i + 4] = vi + 3;
            triangles[i + 5] = vi;
        }

        //uv:
        Vector2[] uvs = new Vector2[vertices_count];
        for (int i = 0; i < vertices_count; i++)
        {
            uvs[i] = new Vector2(vertices[i].x / radius / 2 + 0.5f, vertices[i].z / radius / 2 + 0.5f);
        }


        //负载属性与mesh
        Mesh mesh = new Mesh();
        mesh.vertices = vertices;
        mesh.triangles = triangles;
        mesh.uv = uvs;

        meshFilter.mesh = mesh;
        meshRenderer.material.shader = Shader;
        meshRenderer.material.color = Color.gray;

        return mesh;
    }
}

参考:

Unity 动态生成mesh圆圈_moonlightpeng的博客-CSDN博客 using UnityEngine;using System.Collections;[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]public class yuan : MonoBehaviour{public float Radius = 0.01f; //外半径 publi...https://blog.csdn.net/moonlightpeng/article/details/84190826其他

https://www.jb51.net/article/185679.htm

Unity中动态创建Mesh - 答案-Answer - 博客园

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