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CreateLineMesh
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public void CreateLineMesh(Vector3[] points) | |
{ | |
Mesh mesh = new Mesh(); | |
Vector2[] uvs = new Vector2[points.Length * 2]; | |
Vector3[] vertices = new Vector3[points.Length * 2]; | |
int[] triangles = new int[Mathf.RoundToInt(points.Length/4) * 2 * 3]; | |
for(int v = 0; v < vertices.Length; v += 2) | |
{ | |
vertices[v] = points[v/2] - Vector3.right * 0.05f; | |
uvs[v] = new Vector2(vertices[v].x, vertices[v].y); | |
} | |
for(int v = 1; v < vertices.Length; v += 2) | |
{ | |
vertices[v] = vertices[v-1] + Vector3.right * 0.1f; | |
uvs[v] = new Vector2(vertices[v].x, vertices[v].y); | |
} | |
int CurrentVerticesIndex = 0; | |
for(int i = 0; i < triangles.Length; i+=6) | |
{ | |
triangles[i] = CurrentVerticesIndex; | |
triangles[i+1] = CurrentVerticesIndex+1; | |
triangles[i+2] = CurrentVerticesIndex+3; | |
triangles[i+3] = CurrentVerticesIndex; | |
triangles[i+4] = CurrentVerticesIndex+3; | |
triangles[i+5] = CurrentVerticesIndex+2; | |
CurrentVerticesIndex += 2; | |
} | |
mesh.vertices = vertices; | |
mesh.triangles = triangles; | |
mesh.name = "LineMesh"; | |
mesh.uv = uvs; | |
mesh.RecalculateNormals(); | |
CurrentLine.mesh = mesh; | |
} |
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