Created
December 22, 2017 05:08
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Unity3D Script to generate a uniform N sided polygon.
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| using System.Collections.Generic; | |
| using UnityEngine; | |
| [ExecuteInEditMode] | |
| [RequireComponent(typeof(MeshFilter))] | |
| public class DynamicUniformPoligon : MonoBehaviour | |
| { | |
| private MeshFilter filter; | |
| public int initialSides = 3; | |
| public float radius = 1; | |
| public Gradient steppedColor; | |
| void Start () | |
| { | |
| filter = GetComponent<MeshFilter>(); | |
| } | |
| void Update () | |
| { | |
| filter.mesh = GenerateMesh(initialSides); | |
| } | |
| Mesh GenerateMesh(int initialSides) | |
| { | |
| Mesh mesh = new Mesh(); | |
| var triangles = new List<int>(); | |
| var vertices = new List<Vector3>(); | |
| var colors = new List<Color>(); | |
| vertices.Add(Vector3.zero); | |
| colors.Add(steppedColor.Evaluate(0)); | |
| for (int i = 0; i < initialSides; ++i) | |
| { | |
| float rotation = Mathf.PI * 2 * (i / (float) initialSides); | |
| vertices.Add(new Vector3(Mathf.Sin(rotation), 0, Mathf.Cos(rotation)) * radius); | |
| colors.Add(steppedColor.Evaluate(1)); | |
| triangles.Add(0); | |
| triangles.Add(1 + i); | |
| triangles.Add(1 + ((i + 1) % initialSides)); | |
| } | |
| mesh.vertices = vertices.ToArray(); | |
| mesh.triangles = triangles.ToArray(); | |
| mesh.colors = colors.ToArray(); | |
| return mesh; | |
| } | |
| } |
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