1 /* 2 /// 功能: 3 /// 时间: 4 /// 版本: 5 */ 6 7 using System.Collections; 8 using System.Collections.Generic; 9 using UnityEngine; 10 11 public class MeshCreater : MonoBehaviour 12 { 13 14 public Vector3 eulerAngles; 15 16 [Header("斜坡尺寸")] 17 public float sizeX; 18 public float sizeY; 19 public float sizeZ; 20 21 [Header("斜坡后面的立方体尺寸")] 22 public float planeSize; 23 public float m_angle; 24 public Material material; 25 26 Vector3[] vertices = new Vector3[54]; 27 Vector2[] uvs = new Vector2[54]; 28 List<int> allTris = new List<int>(); 29 30 Vector3[] allPoint; 31 32 GameObject gameObject; 33 34 35 private void Update() 36 { 37 if (Input.GetKeyDown(KeyCode.Space)) 38 { 39 DrawMesh(m_angle); 40 } 41 } 42 43 public void DrawMesh(float angle) 44 { 45 if (gameObject != null) 46 { 47 Destroy(gameObject); 48 } 49 sizeX = sizeY * Mathf.Tan(angle * Mathf.PI / 180); 50 51 gameObject = new GameObject("Cube"); 52 gameObject.transform.eulerAngles = eulerAngles; 53 54 var mf = gameObject.AddComponent<MeshFilter>(); 55 var mr = gameObject.AddComponent<MeshRenderer>(); 56 57 allPoint = new[] 58 { 59 //斜坡 60 new Vector3(0, 0, 0), 61 new Vector3(0, 0, sizeZ), 62 new Vector3(sizeX, 0, sizeZ), 63 new Vector3(sizeX, 0, 0), 64 new Vector3(0, sizeY, 0), 65 new Vector3(0, sizeY, sizeZ), 66 67 //斜坡后的立方体 68 new Vector3(0,-planeSize,0), 69 new Vector3(sizeX,-planeSize,0), 70 new Vector3(sizeX,-planeSize,sizeZ), 71 new Vector3(0,-planeSize,sizeZ), 72 }; 73 74 //斜坡 75 vertices[0] = allPoint[0]; //正面 76 vertices[1] = allPoint[4]; 77 vertices[2] = allPoint[3]; 78 79 80 vertices[3] = allPoint[0]; //底面1 81 vertices[4] = allPoint[3]; 82 vertices[5] = allPoint[2]; 83 84 vertices[6] = allPoint[0];//底面1 85 vertices[7] = allPoint[2]; 86 vertices[8] = allPoint[1]; 87 88 vertices[9] = allPoint[1]; //背面1 89 vertices[10] = allPoint[4]; 90 vertices[11] = allPoint[0]; 91 92 vertices[12] = allPoint[4];//背面2 93 vertices[13] = allPoint[1]; 94 vertices[14] = allPoint[5]; 95 96 vertices[15] = allPoint[5]; //反面 97 vertices[16] = allPoint[1]; 98 vertices[17] = allPoint[2]; 99 100 vertices[18] = allPoint[2]; //斜坡1 101 vertices[19] = allPoint[3]; 102 vertices[20] = allPoint[4]; 103 104 vertices[21] = allPoint[2]; //斜坡1 105 vertices[22] = allPoint[4]; 106 vertices[23] = allPoint[5]; 107 108 109 //斜坡后的立方体 110 vertices[24] = allPoint[6]; 111 vertices[25] = allPoint[0]; 112 vertices[26] = allPoint[3]; 113 114 vertices[27] = allPoint[6]; 115 vertices[28] = allPoint[3]; 116 vertices[29] = allPoint[7]; 117 118 vertices[30] = allPoint[6]; 119 vertices[31] = allPoint[9]; 120 vertices[32] = allPoint[0]; 121 122 vertices[33] = allPoint[0]; 123 vertices[34] = allPoint[9]; 124 vertices[35] = allPoint[1]; 125 126 vertices[36] = allPoint[7]; 127 vertices[37] = allPoint[3]; 128 vertices[38] = allPoint[8]; 129 130 vertices[39] = allPoint[8]; 131 vertices[40] = allPoint[3]; 132 vertices[41] = allPoint[2]; 133 134 vertices[42] = allPoint[7]; 135 vertices[43] = allPoint[8]; 136 vertices[44] = allPoint[9]; 137 138 vertices[45] = allPoint[7]; 139 vertices[46] = allPoint[9]; 140 vertices[47] = allPoint[6]; 141 142 vertices[48] = allPoint[1]; 143 vertices[49] = allPoint[9]; 144 vertices[50] = allPoint[8]; 145 146 vertices[51] = allPoint[1]; 147 vertices[52] = allPoint[8]; 148 vertices[53] = allPoint[2]; 149 150 151 for (int i = 0; i < vertices.Length; i++) 152 { 153 allTris.Add(i); 154 } 155 156 uvs[0] = new Vector2(0, 0); 157 uvs[1] = new Vector2(0, 1); 158 uvs[2] = new Vector2(1, 0); 159 160 uvs[3] = new Vector2(0, 0); 161 uvs[4] = new Vector2(1, 0); 162 uvs[5] = new Vector2(1, 1); 163 164 uvs[6] = new Vector2(0f, 0f); 165 uvs[7] = new Vector2(1f, 1f); 166 uvs[8] = new Vector2(0f, 1f); 167 168 uvs[9] = new Vector2(0, 1); 169 uvs[10] = new Vector2(1, 0); 170 uvs[11] = new Vector2(0, 0); 171 172 uvs[12] = new Vector2(1, 0); 173 uvs[13] = new Vector2(0, 1); 174 uvs[14] = new Vector2(1, 1); 175 176 uvs[15] = new Vector2(0f, 1f); 177 uvs[16] = new Vector2(0, 0); 178 uvs[17] = new Vector2(1, 0); 179 180 uvs[18] = new Vector2(1f, 1f); 181 uvs[19] = new Vector2(1f, 0f); 182 uvs[20] = new Vector2(0f, 0f); 183 184 uvs[21] = new Vector2(1, 1); 185 uvs[22] = new Vector2(0, 0); 186 uvs[23] = new Vector2(0, 1); 187 188 189 uvs[24] = new Vector2(1, 1); 190 uvs[25] = new Vector2(0, 0); 191 uvs[26] = new Vector2(0, 1); 192 193 uvs[27] = new Vector2(1, 1); 194 uvs[28] = new Vector2(0, 0); 195 uvs[29] = new Vector2(0, 1); 196 197 uvs[30] = new Vector2(1, 1); 198 uvs[31] = new Vector2(0, 0); 199 uvs[32] = new Vector2(0, 1); 200 201 uvs[33] = new Vector2(1, 1); 202 uvs[34] = new Vector2(0, 0); 203 uvs[35] = new Vector2(0, 1); 204 205 uvs[36] = new Vector2(1, 1); 206 uvs[37] = new Vector2(0, 0); 207 uvs[38] = new Vector2(0, 1); 208 209 uvs[39] = new Vector2(1, 1); 210 uvs[40] = new Vector2(0, 0); 211 uvs[41] = new Vector2(0, 1); 212 213 uvs[42] = new Vector2(1, 1); 214 uvs[43] = new Vector2(0, 0); 215 uvs[44] = new Vector2(0, 1); 216 217 uvs[45] = new Vector2(1, 1); 218 uvs[46] = new Vector2(0, 0); 219 uvs[47] = new Vector2(0, 1); 220 221 uvs[48] = new Vector2(1, 1); 222 uvs[49] = new Vector2(0, 0); 223 uvs[50] = new Vector2(0, 1); 224 225 uvs[51] = new Vector2(1, 1); 226 uvs[52] = new Vector2(0, 0); 227 uvs[53] = new Vector2(0, 1); 228 229 Mesh mesh = new Mesh(); 230 mesh.vertices = vertices; 231 mesh.uv = uvs; 232 mesh.triangles = allTris.ToArray(); 233 mr.material = material; 234 mesh.RecalculateTangents(); 235 mesh.RecalculateNormals(); 236 mesh.RecalculateBounds(); 237 mf.mesh = mesh; 238 } 239 240 private void OnDrawGizmos() 241 { 242 if (allPoint != null) 243 { 244 for (int i = 0; i < allPoint.Length; i++) 245 { 246 Gizmos.color = Color.yellow; 247 Gizmos.DrawSphere(allPoint[i], 0.1f); 248 } 249 } 250 } 251 }