UnityUV坐标绘制

    public int n = 6;
    public int r = 3;
    void Start()
    {
        Mesh mesh = new Mesh();//创建一个新mesh
        VertexHelper vh = new VertexHelper();//网格信息辅助类
        //辅助类添加顶点,第一个顶点为v3的坐标,第二个颜色,第三个是V2的uv坐标,一般原点对应0.5f,0.5f
        vh.AddVert(Vector3.zero, Color.blue, new Vector2(0.5f, 0.5f));

        float a = 2 * Mathf.PI / n; //计算每一段的角度
        for (int i = 0; i < n; i++)
        {
            float x = Mathf.Sin(a * i) * r;//a*i是当前段的角度
            float y = Mathf.Cos(a * i) * r;
            //计算uv坐标,相对位置
            float uvx = (x + r) / (2 * r);//算出uv比例
            float uvy = (y + r) / (2 * r);
            vh.AddVert(new Vector3(x, 0, y), Color.blue, new Vector2(uvx, uvy));//辅助类添加顶点
           
            //添加绘制顺序
            if (i == n - 1) //绘制到最后一个是时候
            {
                //辅助类的渲染API是三个参数,一个渲染面的三个顶点
                vh.AddTriangle(0, i + 1, 1);
            }
            else
            {
                vh.AddTriangle(0, i + 1, i + 2);
            }
        }
        vh.FillMesh(mesh);//把数据赋给此mesh
        GetComponent<MeshFilter>().mesh = mesh;
        GetComponent<MeshCollider>().sharedMesh = mesh;
    }

二:使用uv坐标来绘制纹理

    public int n = 6;
    public int r = 3;
    void Start()
    {
        Mesh mesh = new Mesh();
        List<Vector3> vs = new List<Vector3>();//顶点
        vs.Add(Vector3.zero);

        List<int> sx = new List<int>();//渲染顺序
        List<Vector2>uv= new List<Vector2>();   //uc坐标集合V2

        uv.Add(new Vector2(0.5f, 0.5f));
        float a = 2 * Mathf.PI / n; //弧度
        for (int i = 0; i < n; i++)
        {
            float x = Mathf.Sin(a * i) * r;
            float y = Mathf.Cos(a * i) * r;
             vs.Add(new Vector3(x, 0, y));
            //计算uv坐标
            float uvx=(x+r)/(2*r);//算出uv比例
            float uvy=(y+r)/(2*r);
            uv.Add(new Vector2(uvx, uvy));
            //添加绘制顺序
            sx.Add(0);
            sx.Add(i + 1);
            if (i == n - 1) //绘制到最后一个是时候
            {
                sx.Add(1);
            }
            else
            {
                sx.Add(i + 2);
            }
        }
        mesh.vertices = vs.ToArray();
        mesh.triangles = sx.ToArray();
        mesh.uv=uv.ToArray();
        GetComponent<MeshFilter>().mesh = mesh;
        GetComponent<MeshCollider>().sharedMesh = mesh;   
    }

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转载自blog.csdn.net/2201_75443732/article/details/132815071