Unity根据BoxCollider的边画MeshRenderer

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创建前Mesh
在这里插入图片描述

效果图
在这里插入图片描述

public  Material doubleM;     //渲染的材质球
    
    private static Vector3[]     pointAry = new Vector3[32];
    private static float width = 0.04f;   //宽度

    public GameObject cube;        //需要画的物体身上必须有boxCollider
    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            CreatWireframe(cube);
        }
    }

    //主要方法
    private  void CreatWireframe(GameObject obj)
    {
        var component =  obj.GetComponent<BoxCollider>();

        Vector3 size   = component.size + new Vector3(0.01f,0.01f,0.01f);;
        Vector3 center = component.center - obj.transform.position;
        var     trans  = component.transform;
        pointAry[0] = trans.TransformPoint(center + new Vector3(size.x,  -size.y, size.z) * 0.5f);
        pointAry[1] = trans.TransformPoint(center + new Vector3(-size.x, -size.y, size.z) * 0.5f);
        pointAry[2] = trans.TransformPoint(center + new Vector3(size.x,  size.y,  size.z) * 0.5f);
        pointAry[3] = trans.TransformPoint(center + new Vector3(-size.x, size.y,  size.z) * 0.5f);
        
        pointAry[4] = trans.TransformPoint(center + new Vector3(size.x,  size.y,  -size.z) * 0.5f);
        pointAry[5] = trans.TransformPoint(center + new Vector3(-size.x, size.y,  -size.z) * 0.5f);
        pointAry[6] = trans.TransformPoint(center + new Vector3(size.x,  -size.y, -size.z) * 0.5f);
        pointAry[7] = trans.TransformPoint(center + new Vector3(-size.x, -size.y, -size.z) * 0.5f);
        
        
        Mesh mesh = new Mesh();
        
        pointAry[8] = new Vector3(pointAry[1].x + width, pointAry[1].y + width, pointAry[1].z); 
        pointAry[9] = new Vector3(pointAry[0].x - width, pointAry[0].y + width, pointAry[0].z);
        pointAry[10] = new Vector3(pointAry[2].x - width, pointAry[2].y - width, pointAry[2].z);
        pointAry[11] = new Vector3(pointAry[3].x + width, pointAry[3].y - width, pointAry[3].z);
        
        pointAry[12] = new Vector3(pointAry[1].x, pointAry[1].y + width, pointAry[1].z- width);
        pointAry[13] = new Vector3(pointAry[7].x, pointAry[7].y + width, pointAry[7].z+ width);
        pointAry[14] = new Vector3(pointAry[3].x, pointAry[3].y - width, pointAry[3].z- width);
        pointAry[15] = new Vector3(pointAry[5].x, pointAry[5].y - width, pointAry[5].z+ width);
        
        pointAry[16] = new Vector3(pointAry[7].x+width, pointAry[7].y + width, pointAry[7].z);
        pointAry[17] = new Vector3(pointAry[6].x-width, pointAry[6].y + width, pointAry[6].z);
        pointAry[18] = new Vector3(pointAry[5].x+width, pointAry[5].y - width, pointAry[5].z);
        pointAry[19] = new Vector3(pointAry[4].x-width, pointAry[4].y - width, pointAry[4].z);
        
        pointAry[20] = new Vector3(pointAry[6].x, pointAry[6].y + width, pointAry[6].z+width);
        pointAry[21] = new Vector3(pointAry[0].x, pointAry[0].y + width, pointAry[0].z-width);
        pointAry[22] = new Vector3(pointAry[4].x, pointAry[4].y - width, pointAry[4].z+width);
        pointAry[23] = new Vector3(pointAry[2].x, pointAry[2].y - width, pointAry[2].z-width);
        
        pointAry[24] = new Vector3(pointAry[3].x+width, pointAry[3].y, pointAry[3].z-width);
        pointAry[25] = new Vector3(pointAry[2].x-width, pointAry[2].y, pointAry[2].z-width);
        pointAry[26] = new Vector3(pointAry[5].x+width, pointAry[5].y, pointAry[5].z+width);
        pointAry[27] = new Vector3(pointAry[4].x-width, pointAry[4].y, pointAry[4].z+width);
        
        pointAry[28] = new Vector3(pointAry[0].x - width, pointAry[0].y , pointAry[0].z- width);
        pointAry[29] = new Vector3(pointAry[6].x - width, pointAry[6].y , pointAry[6].z+ width);
        pointAry[30] = new Vector3(pointAry[1].x + width, pointAry[1].y , pointAry[1].z- width);
        pointAry[31] = new Vector3(pointAry[7].x + width, pointAry[7].y , pointAry[7].z+ width);

        mesh.vertices  = pointAry;
        mesh.triangles = _triangleArray;
        
        if (obj.GetComponent<MeshFilter>() == null) 
            obj.AddComponent<MeshFilter>();
        obj.GetComponent<MeshFilter>().mesh = mesh;
        obj.GetComponent<MeshRenderer>().material = doubleM;
    }
      
      private static int[] _triangleArray =
      {
// one
          0,9,1,1,9,8,
          0,2,9,2,10,9,
          2,3,10,10,3,11,
          1,8,11,1,11,3,
// two
          1,12,7,7,12,13,
          1,3,12,12,3,14,
          3,5,14,14,5,15,
          13,5,7,13,15,5,
//  three
          7,16,6,16,17,6,
          7,5,18,7,18,16,
          5,19,18,5,4,19,
          17,4,6,17,19,4,
// four
          6,20,0,20,21,0,
          6,4,22,6,22,20,
          4,2,23,4,23,22,
          21,23,2,21,2,0,
// top
          5,3,24,5,24,26,
          3,2,25,3,25,24,
          2,4,27,2,27,25,
          5,27,4,5,26,27,
//  bottom
          0,1,30,0,30,28,
          6,28,29,6,0,28,
          6,29,31,6,31,7,
          1,7,31,1,31,30,
      };
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