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  • Unity3d修炼之路:用Mesh绘制一个Cube

    #pragma strict
    function Awake(){
    
    	var pMeshFilter : MeshFilter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;//网格过滤器
    	var pMeshRender : MeshRenderer = gameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;//网格渲染
    	var pMesh : Mesh = pMeshFilter.mesh as Mesh;	//网格过滤器的实例化的Mesh
    	
    	//u3d中绘制图形都是三角形绘制法。顺时针。所以先记录全部的点,然后在确定三角形绘制的顺序
    	
    	var pVector : Vector3 [] = new Vector3[36]; 
    	var pTriangles : int [] = new int[pVector.length];
    	
    	
    	//forword
    	pVector[0] = new Vector3(0.0f,0.0f,0.0f);
    	pVector[1] = new Vector3(0.0f,1.0f,0.0f);
    	pVector[2] = new Vector3(1.0f,0.0f,0.0f);
    	
    	pVector[3] = new Vector3(1.0f,0.0f,0.0f);
    	pVector[4] = new Vector3(0.0f,1.0f,0.0f);
    	pVector[5] = new Vector3(1.0f,1.0f,0.0f);
    	//back
    	pVector[6] = new Vector3(0.0f,0.0f,1.0f);
    	pVector[7] = new Vector3(0.0f,1.0f,1.0f);
    	pVector[8] = new Vector3(1.0f,0.0f,1.0f);
    	
    	pVector[9] = new Vector3(1.0f,0.0f,1.0f);
    	pVector[10] = new Vector3(0.0f,1.0f,1.0f);
    	pVector[11] = new Vector3(1.0f,1.0f,1.0f);
    	//left
    	pVector[12] = new Vector3(0.0f,0.0f,0.0f);
    	pVector[13] = new Vector3(0.0f,0.0f,1.0f);
    	pVector[14] = new Vector3(0.0f,1.0f,1.0f);
    	
    	pVector[15] = new Vector3(0.0f,1.0f,1.0f);
    	pVector[16] = new Vector3(0.0f,1.0f,0.0f);
    	pVector[17] = new Vector3(0.0f,0.0f,0.0f);
    	//right
    	pVector[18] = new Vector3(1.0f,0.0f,0.0f);
    	pVector[19] = new Vector3(1.0f,0.0f,1.0f);
    	pVector[20] = new Vector3(1.0f,1.0f,0.0f);
    	
    	pVector[21] = new Vector3(1.0f,1.0f,0.0f);
    	pVector[22] = new Vector3(1.0f,0.0f,1.0f);
    	pVector[23] = new Vector3(1.0f,1.0f,1.0f);
    	//up
    	pVector[24] = new Vector3(0.0f,1.0f,0.0f);
    	pVector[25] = new Vector3(0.0f,1.0f,1.0f);
    	pVector[26] = new Vector3(1.0f,1.0f,0.0f);
    	
    	pVector[27] = new Vector3(1.0f,1.0f,0.0f);
    	pVector[28] = new Vector3(0.0f,1.0f,1.0f);
    	pVector[29] = new Vector3(1.0f,1.0f,1.0f);
    	//down
    	pVector[30] = new Vector3(0.0f,0.0f,0.0f);
    	pVector[31] = new Vector3(0.0f,0.0f,1.0f);
    	pVector[32] = new Vector3(1.0f,0.0f,0.0f);
    	
    	pVector[33] = new Vector3(1.0f,0.0f,0.0f);
    	pVector[34] = new Vector3(0.0f,0.0f,1.0f);
    	pVector[35] = new Vector3(1.0f,0.0f,1.0f);
    	
    	for(var nIndex : int = 0; nIndex < pTriangles.length;++nIndex){
    		pTriangles[nIndex] =nIndex;
    	}
    	pMesh.Clear();
    	pMesh.vertices = pVector;//网格顶点
    	pMesh.triangles = pTriangles;//三角形
    	pMesh.RecalculateBounds();
    }

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  • 原文地址:https://www.cnblogs.com/gcczhongduan/p/5197986.html
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