using UnityEngine;
using System.Collections;
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class yuan : MonoBehaviour
{
public float Radius = 0.01f; //外半径
public float innerRadius = 0.008f; //内半径
public float angleDegree = 0; //扇形或扇面的角度
public int Segments = 60; //分割数
public int lastTime = 10;
private MeshFilter meshFilter;
void Start()
{
meshFilter = GetComponent<MeshFilter>();
}
void Update()
{
meshFilter.mesh = CreateMesh(Radius, innerRadius, angleDegree, Segments);
if (angleDegree > 360) {
System.Threading.Thread.Sleep(2000);
angleDegree = 0;
}
angleDegree += 10;
}
Mesh CreateMesh(float radius, float innerradius,float angledegree,int segments)
{
//vertices(顶点):
int vertices_count = segments* 2+2; //因为vertices(顶点)的个数与triangles(索引三角形顶点数)必须匹配
Vector3[] vertices = new Vector3[vertices_count];
float angleRad = Mathf.Deg2Rad * angledegree;
float angleCur = angleRad;
float angledelta = angleRad / segments;
for(int i=0;i< vertices_count; i+=2)
{
float cosA = Mathf.Cos(angleCur);
float sinA = Mathf.Sin(angleCur);
vertices[i] = new Vector3(radius * cosA, 0, radius * sinA);
vertices[i + 1] = new Vector3(innerradius * cosA, 0, innerradius * sinA);
angleCur -= angledelta;
}
//triangles:
int triangle_count = segments * 6;
int[] triangles = new int[triangle_count];
for(int i=0,vi=0;i<triangle_count;i+=6,vi+=2)
{
triangles[i] = vi;
triangles[i + 1] = vi+3;
triangles[i + 2] = vi + 1;
triangles[i + 3] =vi+2;
triangles[i + 4] =vi+3;
triangles[i + 5] =vi;
}
//uv:
Vector2[] uvs = new Vector2[vertices_count];
for (int i = 0; i < vertices_count; i++)
{
uvs[i] = new Vector2(vertices[i].x / radius / 2 + 0.5f, vertices[i].z / radius / 2 + 0.5f);
}
//负载属性与mesh
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
return mesh;
}
}