unity Mesh绘制网格线

 

 

绘制网格线

using System.Collections.Generic;
using UnityEngine;
 
public class GridMesh : MonoBehaviour {
 
    // Use this for initialization
    void Start () {
        GameObject obj = new GameObject("cube");
        MeshFilter mf = obj.AddComponent<MeshFilter>();
        MeshRenderer mr = obj.AddComponent<MeshRenderer>();
        mr.sharedMaterial = Resources.Load<Material>("Mat1");
 
        Vector3[] ptsArr1 = new Vector3[5];
        ptsArr1[0].Set(0.0f, 0.0f, 0.0f);
        ptsArr1[1].Set(0.0f, 1.0f, 0.0f);
        ptsArr1[2].Set(1.0f, 1.0f, 0.0f);
        ptsArr1[3].Set(1.0f, 0.0f, 0.0f);
        ptsArr1[4].Set(0.0f, 0.0f, 0.0f);
 
        Vector3[] ptsArr2 = new Vector3[6];
        ptsArr2[0].Set(2.0f, 0.0f, 0.0f);
        ptsArr2[1].Set(2.0f, 1.0f, 0.0f);
        ptsArr2[2].Set(3.0f, 1.0f, 0.0f);
        ptsArr2[3].Set(3.0f, 0.0f, 0.0f);
        ptsArr2[4].Set(2.0f, 0.0f, 0.0f);



        List<int> indices1 = new List<int>();
        CalIndices(ptsArr1, 0, indices1);

        List<int> indices2 = new List<int>();
        CalIndices(ptsArr2, ptsArr1.Length, indices2);

        List<int> indicesTotal = new List<int>();
        indicesTotal.AddRange(indices1);
        indicesTotal.AddRange(indices2);
 
        List<Vector3> ptsTotal = new List<Vector3>();
        ptsTotal.AddRange(ptsArr1);
        ptsTotal.AddRange(ptsArr2);
 
        mf.mesh.vertices = ptsTotal.ToArray();
        mf.mesh.SetIndices(indicesTotal.ToArray(), MeshTopology.Lines, 0);
    }
 
    void CalIndices(Vector3[] ptsArr, int startIndex, List<int> indiceArr)
    {
        //int[] indiceArr1 = new int[2 * ptsArr.Length];
        int k = 0;
        for (int i = startIndex; i < startIndex + ptsArr.Length - 1; i++)
        {
            indiceArr.Add(i);
            indiceArr.Add(i+1);
        }
 
        indiceArr.Add(startIndex + ptsArr.Length - 1);
        indiceArr.Add(startIndex);
    }
}

参考:https://blog.csdn.net/zouxin_88/article/details/82962521

posted @ 2021-04-15 14:26  三页菌  阅读(1117)  评论(0编辑  收藏  举报