public class FanMeshGenerator : MonoBehaviour { public float radius = 1f; public float angle = 90f; public int segments = 24; private MeshFilter meshFilter; void Start() { meshFilter = GetComponent<MeshFilter>(); GenerateMesh(); } void GenerateMesh() { Mesh mesh = new Mesh(); Vector3[] vertices = new Vector3[segments + 2]; int[] triangles = new int[segments * 3]; vertices[0] = Vector3.zero; float angleStep = angle / segments; for (int i = 1; i <= segments + 1; i++) { float a = angleStep * (i - 1) * Mathf.Deg2Rad; vertices[i] = new Vector3(Mathf.Cos(a) * radius, 0f, Mathf.Sin(a) * radius); } for (int i = 0; i < segments; i++) { triangles[i * 3] = 0; triangles[i * 3 + 1] = i + 1; triangles[i * 3 + 2] = i + 2; } mesh.vertices = vertices; mesh.triangles = triangles; meshFilter.mesh = mesh; } }加注释
时间: 2024-02-14 12:18:09 浏览: 64
好的,以下是带注释的代码:
```csharp
public class FanMeshGenerator : MonoBehaviour
{
public float radius = 1f; // 扇形的半径
public float angle = 90f; // 扇形的角度(以度为单位)
public int segments = 24; // 扇形的分段数
private MeshFilter meshFilter;
void Start()
{
meshFilter = GetComponent<MeshFilter>(); // 获取 MeshFilter 组件
GenerateMesh(); // 生成扇形网格
}
void GenerateMesh()
{
Mesh mesh = new Mesh(); // 创建一个新的网格对象
Vector3[] vertices = new Vector3[segments + 2]; // 存储扇形的顶点数组,数组长度为分段数加 2
int[] triangles = new int[segments * 3]; // 存储扇形的三角形索引数组,数组长度为分段数乘以 3
vertices[0] = Vector3.zero; // 第一个顶点为圆心(0,0,0)
float angleStep = angle / segments; // 计算每个分段的角度
for (int i = 1; i <= segments + 1; i++) // 构建扇形的顶点
{
float a = angleStep * (i - 1) * Mathf.Deg2Rad; // 计算当前顶点的角度
vertices[i] = new Vector3(Mathf.Cos(a) * radius, 0f, Mathf.Sin(a) * radius); // 根据角度和半径计算顶点的坐标
}
for (int i = 0; i < segments; i++) // 构建扇形的三角形索引
{
triangles[i * 3] = 0; // 第一个顶点为圆心
triangles[i * 3 + 1] = i + 1; // 当前分段的第一个顶点
triangles[i * 3 + 2] = i + 2; // 下一个分段的第一个顶点
}
mesh.vertices = vertices; // 设置网格的顶点数组
mesh.triangles = triangles; // 设置网格的三角形索引数组
meshFilter.mesh = mesh; // 将生成的网格赋给 MeshFilter 组件
}
}
```
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