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shape.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class shape : MonoBehaviour
{
public GameObject createSquare(Vector3 pos, float size)
{
Mesh square = new Mesh();
GameObject newGO = new GameObject("square");
Vector3[] vertices =
{
new Vector3(0,0,0),
new Vector3(0,0,1),
new Vector3(1,0,1),
new Vector3(1,0,0)
};
for (int i = 0; i < vertices.Length; i++)
{
Vector3 center = (Vector3.forward + Vector3.right) / 2;
vertices[i] = (vertices[i] - center) * size;
}
int[] triangles =
{
0,1,2,0,2,3
};
square.vertices = vertices;
square.triangles = triangles;
newGO.AddComponent<MeshFilter>().mesh = square;
newGO.AddComponent<MeshRenderer>();
newGO.transform.position = pos;
return newGO;
}
public GameObject createcircle(Vector3 position, float radius)
{
GameObject newCircle = new GameObject("Circle");
Mesh circleMesh = new Mesh();
float theta = 0f;
;
List<Vector3> vertices = new List<Vector3>();
vertices.Add(position);
for (int i = 0; i < 10; i++)
{
theta += (2.0f * Mathf.PI * 0.1f);
float x = radius * Mathf.Cos(theta);
float y = radius * Mathf.Sin(theta);
vertices.Add(Vector3.forward * (y + position.z) + Vector3.right * (x+ position.x) );
}
vertices.Reverse();
int[] triangles = {0,1,2,0,2,3,0,3,4,0,4,5,0,5,6,0,6,7,0,7,8,0,8,9,0,9,10};
circleMesh.vertices = vertices.ToArray();
circleMesh.triangles = triangles;
newCircle.AddComponent<MeshFilter>().mesh = circleMesh;
newCircle.AddComponent<MeshRenderer>();
return newCircle;
}
}