目录
一、三角形
/// <summary>
/// 画园
/// </summary>
public class CreatSphere : MonoBehaviour
{
int r = 1;
float num = 3;
// Start is called before the first frame update
void Start()
{
Crear();
}
void Crear()
{
Mesh mesh = new Mesh();
VertexHelper vh = new VertexHelper();
vh.AddVert(Vector3.zero, Color.white, new Vector2(0.5f, 0.5f));
float ang = (2 * Mathf.PI) / num;
for (int i = 0; i < num; i++)
{
float x = Mathf.Sin(ang * i) * r;
float y = Mathf.Cos(ang * i) * r;
float nvx = (r + x) / (2 * r);
float nvy = (r + y) / (2 * r);
vh.AddVert(new Vector3(x, y, 0), Color.white, new Vector2(nvx, nvy));
if (i == 0)
{
vh.AddTriangle(0, (int)num, 1);
if (num > 3)
{
vh.AddTriangle(0, (int)num + 1, 1);
}
}
else
{
vh.AddTriangle(0, i, i + 1);
}
}
num += Time.deltaTime;
vh.FillMesh(mesh);
GetComponent<MeshFilter>().mesh = mesh;
vh.Clear();
}
二、雷达图
/// <summary>
/// 雷达图
/// </summary>
public class RedarChart : MaskableGraphic
{
//SetAllDirty();刷新雷达图
public Texture sprite;//雷达图颜色
public Texture backsprite;//背景颜色
public Color col = Color.white;
public float[] arr;
Texture2D texture;
/// <summary>
/// 赋材质
/// </summary>
public override Texture mainTexture
{
get
{
if (texture == null)
{
if (sprite == null)
{
if (material != null && material.mainTexture != null)
{
return material.mainTexture;
}
}
return sprite;
}
return texture;
}
}
protected override void OnPopulateMesh(VertexHelper vh)
{
texture = new Texture2D(1024, 1024);
Rect[] rects = texture.PackTextures(new Texture2D[] { backsprite as Texture2D, sprite as Texture2D }, 0);
vh.Clear();
Rect rect = rectTransform.rect;
float r = rect.width < rect.height ? rect.width / 2 : rect.height / 2;
float b = r / arr.Max();
vh.AddVert(new Vector3(rect.x, rect.y, 0), col, new Vector2(rects[0].x, rects[0].y));
vh.AddVert(new Vector3(rect.x, rect.y + rect.height, 0), col, new Vector2(rects[0].x, rects[0].y + rects[0].height));
vh.AddVert(new Vector3(rect.x + rect.width, rect.y + rect.height, 0), col, new Vector2(rects[0].x + rects[0].width, rects[0].y + rects[0].height));
vh.AddVert(new Vector3(rect.x + rect.width, rect.y, 0), col, new Vector2(rects[0].x + rects[0].width, rects[0].y));
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(0, 2, 3);
vh.AddVert(Vector3.zero, color, new Vector2(0.5f * rects[1].width + rects[1].x, 0.5f * rects[1].height + rects[1].y));
float ang = 2 * Mathf.PI / arr.Length;
for (int i = 0; i < arr.Length; i++)
{
float x = Mathf.Sin(i * ang) * arr[i] * b;
float y = Mathf.Cos(i * ang) * arr[i] * b;
float uvx = (r + x) / (2 * r) * rects[1].width + rects[1].x;
float uvy = (r + y) / (2 * r) * rects[1].height + rects[1].y;
vh.AddVert(new Vector3(x, y, 0), color, new Vector2(uvx, uvy));
if (i == 0)
{
vh.AddTriangle(4, arr.Length + 4, 5);
}
else
{
vh.AddTriangle(4, i + 4, i + 5);
}
}
//描边
//int over = 4 + 1 + arr.Length;
//for (int i = 0; i < arr.Length; i++)
//{
// float x = Mathf.Sin(i * ang) * arr[i] * (b - 2);
// float y = Mathf.Cos(i * ang) * arr[i] * (b - 2);
// vh.AddVert(new Vector3(x, y, 0), Color.black, Vector2.zero);
// float x1 = Mathf.Sin(i * ang) * arr[i] * (b + 2);
// float y1 = Mathf.Cos(i * ang) * arr[i] * (b + 2);
// vh.AddVert(new Vector3(x1, y1, 0), Color.black, Vector2.zero);
// if (i == arr.Length - 1)
// {
// vh.AddTriangle(i * 2 + over, i * 2 + 1 + over, 1 + over);
// vh.AddTriangle(i * 2 + over, 1 + over, over);
// }
// else
// {
// vh.AddTriangle(i * 2 + over, i * 2 + 1 + over, (i + 1) * 2 + 1 + over);
// vh.AddTriangle(i * 2 + over, (i + 1) * 2 + 1 + over, (i + 1)*2 + over);
// }
//}
}
}
三、正方体
using UnityEngine;
using UnityEngine.UI;
/// <summary>
/// 画正方形
/// </summary>
public class CreatMesh : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
Mesh mesh = new Mesh();
//List<Vector3> vertices = new List<Vector3>();
//vertices.Add(new Vector3(0, 0, 0));
//vertices.Add(new Vector3(0, 1, 0));
//vertices.Add(new Vector3(1, 1, 0));
//mesh.vertices = vertices.ToArray();
//List<int> triangles = new List<int>();
//triangles.Add(0);
//triangles.Add(1);
//triangles.Add(2);
//mesh.triangles = triangles.ToArray();
//GetComponent<MeshFilter>().mesh = mesh;
VertexHelper vh = new VertexHelper();
vh.AddVert(new Vector3(0, 0, 0), Color.green, new Vector2(0, 0));
vh.AddVert(new Vector3(0, 1, 0), Color.green, new Vector2(0, 1));
vh.AddVert(new Vector3(1, 0, 0), Color.green, new Vector2(1, 0));
vh.AddVert(new Vector3(1, 1, 0), Color.green, new Vector2(1, 1));
vh.AddVert(new Vector3(1, 0, 0), Color.green, new Vector2(1, 0));
vh.AddVert(new Vector3(1, 1, 0), Color.green, new Vector2(1, 1));
vh.AddVert(new Vector3(1, 0, 1), Color.green, new Vector2(0, 0));
vh.AddVert(new Vector3(1, 1, 1), Color.green, new Vector2(0, 1));
vh.AddVert(new Vector3(1, 0, 1), Color.green, new Vector2(0, 0));
vh.AddVert(new Vector3(1, 1, 1), Color.green, new Vector2(0, 1));
vh.AddVert(new Vector3(0, 0, 1), Color.green, new Vector2(1, 0));
vh.AddVert(new Vector3(0, 1, 1), Color.green, new Vector2(1, 1));
vh.AddVert(new Vector3(0, 0, 1), Color.green, new Vector2(1, 0));
vh.AddVert(new Vector3(0, 1, 1), Color.green, new Vector2(1, 1));
vh.AddVert(new Vector3(0, 0, 0), Color.green, new Vector2(0, 0));
vh.AddVert(new Vector3(0, 1, 0), Color.green, new Vector2(0, 1));
vh.AddVert(new Vector3(0, 1, 0), Color.green, new Vector2(0, 0));
vh.AddVert(new Vector3(0, 1, 1), Color.green, new Vector2(0, 1));
vh.AddVert(new Vector3(1, 1, 0), Color.green, new Vector2(1, 0));
vh.AddVert(new Vector3(1, 1, 1), Color.green, new Vector2(1, 1));
vh.AddVert(new Vector3(0, 0, 1), Color.green, new Vector2(0, 0));
vh.AddVert(new Vector3(0, 0, 0), Color.green, new Vector2(0, 1));
vh.AddVert(new Vector3(1, 0, 1), Color.green, new Vector2(1, 0));
vh.AddVert(new Vector3(1, 0, 0), Color.green, new Vector2(1, 1));
for (int i = 0; i < 6; i++)
{
vh.AddTriangle(0 + i*4, 1 + i*4, 3 + i*4);
vh.AddTriangle(0 + i*4, 3 + i*4, 2 + i*4);
}
vh.FillMesh(mesh);
GetComponent<MeshFilter>().mesh = mesh;
}