unityMesh画圆环

 

 

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class TestRing : MonoBehaviour
{
    private MeshFilter meshFilter;
    [ExecuteInEditMode]
    private void Awake()
    {
        tempSegments = Segments;
        tempRadiusSmall = radiusSmall;
        tempRadiusBig = radiusBig;
        if (Segments <= 0)
        {

        }
        else
        {
            meshFilter = GetComponent<MeshFilter>();
            meshFilter.mesh = CreatRing();
        }      
    }

    [Range(5,10)]
    public float radiusBig = 5;
    [Range(1, 5)]
    public float radiusSmall = 4;
    [Range(10, 200)]
    public int Segments = 50;

    private int tempSegments = 0;
    private float tempRadiusBig = 0;
    private float tempRadiusSmall = 0;
    private void Update()
    {
        if (tempSegments != Segments || tempRadiusSmall != radiusSmall|| tempRadiusBig!= radiusBig)
        {
            Awake();
        }
    }

    Mesh CreatRing()
    {
        // 0 1 2 3 4 5          3段时
        ///{0,1,3}     +1    +3
        ///{0,3,2}     +3    +2
        ///{2,3,5}     +1    +3
        ///{2,5,4}     +3    +2
        ///4,5,1       固定
        ///4,1,0       固定

        /// 0 1 2 3 4 5 6 7      4段时
        ///{0,1,3}   +1    +3
        ///{0,3,2}   +3    +2
        ///{2,3,5}   +1    +3
        ///{2,5,4}   +3    +2
        ///4,5,7     +1    +3
        ///4,7,6     +3    +2
        ///6,7,1      固定
        ///6,1,0     固定

        Mesh mesh = new Mesh();
        float dregrees = -Mathf.PI * 2 / Segments;  //每段弧度
        print(Mathf.Cos(dregrees));
        Vector3 tr = transform.position;
        List<Vector3> vector3s = new List<Vector3>();
        for (int i = 0; i < Segments; i++)
        {
            vector3s.Add(new Vector3(tr.x + radiusSmall * Mathf.Cos(dregrees * i), tr.y + radiusSmall * Mathf.Sin(dregrees * i), tr.z));
            vector3s.Add(new Vector3(tr.x + radiusBig * Mathf.Cos(dregrees * i), tr.y + radiusBig * Mathf.Sin(dregrees * i), tr.z));
        }

       

        List<int> triangles = new List<int>();
        for (int i = 0; i < (Segments-1)*2; i+=2)
        {
            triangles.Add(i);
            triangles.Add(i + 1);
            triangles.Add(i + 3);
            triangles.Add(i);
            triangles.Add(i + 3);
            triangles.Add(i + 2);
        }
        triangles.Add(Segments*2-2);
        triangles.Add(Segments * 2 - 1);
        triangles.Add(1);
        triangles.Add(Segments * 2 - 2);
        triangles.Add(1);
        triangles.Add(0);

        List<Vector2> uvs = new List<Vector2>();
        for (int i = 0; i < vector3s.Count; i++)
        {
            if (i % 2 == 0)//内圆
            {
                //radiusSmall/radiusBig
                uvs.Add(new Vector2((vector3s[i].x - tr.x) / radiusBig / 2 + 0.5f,
             (vector3s[i].y - tr.y) / radiusBig / 2 + 0.5f));
            }
            else//外圆
            {
                uvs.Add(new Vector2((vector3s[i].x - tr.x) / radiusBig / 2 + 0.5f,
            (vector3s[i].y - tr.y) / radiusBig / 2 + 0.5f));
            }
        }

        mesh.vertices = vector3s.ToArray();
        mesh.triangles = triangles.ToArray();
        mesh.uv = uvs.ToArray(); ;



        return mesh;
    }



    void OnDrawGizmos()
    {
        Gizmos.color = Color.gray;
        DrawMesh();
    }

    void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.green;
        DrawMesh();
    }

    private void DrawMesh()
    {
        if (Segments <= 0)
        {

        }
        else
        {
            Mesh mesh = CreatRing();

            int[] tris = mesh.triangles;

            //画三角形
            for (int i = 0; i < tris.Length / 3; i++)
            {
                Gizmos.DrawLine(mesh.vertices[tris[i * 3]], mesh.vertices[tris[i * 3 + 1]]);
                Gizmos.DrawLine(mesh.vertices[tris[i * 3 + 1]], mesh.vertices[tris[i * 3 + 2]]);
                Gizmos.DrawLine(mesh.vertices[tris[i * 3 + 2]], mesh.vertices[tris[i * 3]]);
            }

            //在每个顶点处画球
            for (int i = 0; i < mesh.vertices.Length; i++)
            {
                Gizmos.DrawSphere(mesh.vertices[i], 0.2f);
            }
        }

    }

}

 

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