使用Mesh 生成雷达图

private Vertor3[] m_verts;
private Vertor2[] m_UV;
private Vector3[] meshIndicte;
private bool m_change = false;
private meshFilter m_meshFilter;
private Mesh m_mesh;
private MeshRender meshRender;
public Material m_material;

public void SetChatData(Verctor3 [] verts)
{

if (verts == null || verts.Length < 3)
return;
m_verts = new Vertor3[verts.Length +1];
for (int i = 0; i < verts.Length; i++)
{
m_verts[i] = verts[i];
}

m_verts [verts.Length -1] = new Vector3();

m_UV = new Vertor2[m_verts.Length+1];
int val = m_UV.Length / 4;
for (int i = 0; i< m_UV.Length -1;i++)
{
if (i <= val)
{
m_UV[i] = new Vertor2(0, 0) + new Vertor2(0, 1) * (i*1.0f/val);
}
else if (i <= 2 * val)
{
m_UV[i] = new Vertor2(1,0) + new Vertor2(0, 1) * ((i-val) * 1.0f / val);
}
else if (i <= 3 * val)
{
m_UV[i] = new Vertor2(1, 1) - new Vertor2(1, 0) * ((i-2*val) * 1.0f / val);
}
else if (i <= 4 * val)
{
m_UV[i] = new Vertor2(0, 1) - new Vertor2(0, 1) * ((i-3*val) * 1.0f / val);
}

m_UV[m_UV.Length - 1] = new Vertor2(0.5f,0.5f);

meshIndicte = new Vector3[3*(m_UV.Length-1)];

int index = 0;
for (int i = 0; i< m_UV.Length; i++)
{
meshIndicte[index] = m_UV.Length - 1;

meshIndicte[index + 1] = i;

if (i == m_UV.Length - 2)
{
meshIndicte[index + 2] = 0;
}
else
{
meshIndicte[index + 2] = i + 1;

}
index += 3;
}
m_change = true;

}


void Update()
{
if (m_change)
{
m_change = false;
meshRender.enable = true;
mesh.vert = m_verts;
mesh.uv = m_UV;
mesh.setIndices(meshIndicte,MeshTopology.Triangle,0);
mesh.RecalculateBounds();
}

}


void Star()
{
m_mesh = new Mesh();
if (m_meshFilter != null)
m_meshFilter.mesh = m_mesh;
}


void Awake()
{
meshRender = gameObject.GetComponent<MeshRender>();
if (meshRender == null)
meshRender = gameObject.AddComponent<MeshRender>();
meshRender.material = m_material;
m_meshFilter = gameObject.GetComponent<MeshFilter>();
if(m_meshFilter == null)
m_meshFilter = gameObject.AddComponent<MeshFilter>();

}

}

原文地址:https://www.cnblogs.com/DOGame/p/9407057.html