I'm trying to generate a circular mesh made up of triangles with a common center at the center of the circle.
The mesh is generated properly, but the UVs are not and I am having some trouble understanding how to add them. I assumed I would just copy the vertexes' pattern, but it didn't work out. Here is the function:
private void _MakeMesh(int sides, float radius = 0.5f)
{
m_LiquidMesh.Clear();
float angleStep = 360.0f / (float) sides;
List<Vector3> vertexes = new List<Vector3>();
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
Quaternion rotation = Quaternion.Euler(0.0f, angleStep, 0.0f);
// Make first triangle.
vertexes.Add(new Vector3(0.0f, 0.0f, 0.0f));
vertexes.Add(new Vector3(radius, 0.0f, 0.0f));
vertexes.Add(rotation * vertexes[1]);
// First UV ??
uvs.Add(new Vector2(0, 0));
uvs.Add(new Vector2(1, 0));
uvs.Add(rotation * uvs[1]);
// Add triangle indices.
triangles.Add(0);
triangles.Add(1);
triangles.Add(2);
for (int i = 0; i < sides - 1; i++)
{
triangles.Add(0);
triangles.Add(vertexes.Count - 1);
triangles.Add(vertexes.Count);
// UV ??
vertexes.Add(rotation * vertexes[vertexes.Count - 1]);
}
m_LiquidMesh.vertices = vertexes.ToArray();
m_LiquidMesh.triangles = triangles.ToArray();
m_LiquidMesh.uv = uvs.ToArray();
m_LiquidMesh.RecalculateNormals();
m_LiquidMesh.RecalculateBounds();
Debug.Log("<color=yellow>Liquid mesh created</color>");
}
How does mapping UV work in a case like this?
Edit: I'm trying to use this circle as an effect of something flowing outwards from the center (think: liquid mesh for a brewing pot)