using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LineMesh : MonoBehaviour
{
[SerializeField] private int[] _triangles;
void Start()
{
MeshFilter meshFilter = GetComponent<MeshFilter>();
MeshTopology topo = meshFilter.mesh.GetTopology(0);
Debug.Log(topo);
_triangles = meshFilter.mesh.triangles;
meshFilter.mesh.SetIndices(MakeIndices(), MeshTopology.Lines, 0);
}
void Update()
{
}
public int[] MakeIndices()
{
int[] indices = new int[2 * _triangles.Length];
int i = 0;
for( int t = 0; t < _triangles.Length; t+=3 )
{
indices[i++] = _triangles[t];
indices[i++] = _triangles[t + 1];
indices[i++] = _triangles[t + 1];
indices[i++] = _triangles[t + 2];
indices[i++] = _triangles[t + 2];
indices[i++] = _triangles[t];
}
return indices;
}
}