Unity Mesh grid C# draws various shapes (triangles, radar charts, cubes)

Table of contents

1. Triangle

2. Radar chart

3. Cube

 Will continue to update irregularly in the future


1. Triangle

/// <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();
    }

2. Radar chart

/// <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);
        //    }
        //}

    }
}

3. Cube

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;
    }

 Will continue to update irregularly in the future

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Origin blog.csdn.net/q1295006114/article/details/131313203