using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class testMesh1 : MonoBehaviour
{
public Vector3[] DataPoint;
Vector3 point1 = new Vector3(0, 0, 0);
Vector3 point2 = new Vector3(1, 1, 1);
//Vector3 circleCentre = new Vector3(0, 0, 0);
float circleR = 1;
Vector3 i1 = new Vector3(1, 0, 0);//坐标向量
Vector3 i2 = new Vector3(0, 1, 0);//坐标向量
Vector3 a, al;//单位向量a
Vector3 b, bl;//单位向量b
Vector3 circleXYZ;//圆的坐标
//法线
Vector3 n;// = new Vector3(0, 1, 0);
//test
void DrawGuanDao()
{
n = point2 - point1;
List<Vector3> pointss1 = calculateXYZ(point1, n, circleR, 4);
List<Vector3> pointss2 = calculateXYZ(point2, n, circleR, 4);
pointss1.Add(pointss1[0]);
pointss2.Add(pointss2[0]);
//顶点
List<Vector3> List_vertices = pointss1.Concat(pointss2)
Generate a pipeline between two points
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Origin blog.csdn.net/yushengqi12345/article/details/111559861
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