create mesh from equations dynamic

hi. i have some CAD mathematics equations that lead to draw close shape. how i can make a 3d mesh from it in unity ? it must be completely automatic system .any idea?

Your solution will be in two steps:

  1. convert your equations to Vector3 coordinates. The example you show looks like it has two straight lines which would need a Vector3 at each end, but the curved ones would require you to split them up. Maybe you could solve for a x coordinate at 5 or 6 spots along the curve to get those points?

  2. Add a GameObject to your scene with a MeshRenderer component and MeshFilter component added to it. Then dynamically create a mesh object with the coordinates you found in part one. This script should get you started:

    using UnityEngine;

    [RequireComponent(typeof(MeshFilter))]
    [RequireComponent(typeof(MeshRenderer))]

    public class DynamicSquare : MonoBehaviour {

     private Vector3[] vertices;
     private int[] triangles;
     // private Vector2[] uvs; // if you want to add uv coordinates
    
     void Start () {
         
         /* The vertex indicies look like this, with these triangles
          *         3 ------ 0
          *           |   /|
          *           |  / |
          *           | /  |
          *           |/   |
          *         2 ------ 1
          */
    
         // the 4 vertices making up our square counterclock-wise from top right
         vertices = new Vector3[4];
         vertices[0] = new Vector3(1, 1, 0);
         vertices[1] = new Vector3(1, 0, 0);
         vertices[2] = new Vector3(0, 0, 0);
         vertices[3] = new Vector3(0, 1, 0);
    
         // list of index locations for the vertices making up each triangle
         triangles = new int[6];
         
         triangles[0] = 0;
         triangles[1] = 1;
         triangles[2] = 2;
    
         triangles[3] = 0;
         triangles[4] = 2;
         triangles[5] = 3;
    
         Mesh mesh = new Mesh();
         mesh.vertices = vertices;
         mesh.triangles = triangles;
         //mesh.uvs = uvs; //<-- If you want to create uvs to map to a texture
         mesh.name = "DynamicSquareMesh";
    
         GetComponent<MeshFilter>().mesh = mesh;
     }
    

    }