using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TheCube : MonoBehaviour
{
public MeshFilter meshFilter; //网格过滤器
public MeshRenderer meshRenderer;//网格渲染器
public BoxCollider box;
public Texture texture; //纹理
void Start()
{
meshFilter = gameObject.AddComponent<MeshFilter>();
meshRenderer = gameObject.AddComponent<MeshRenderer>();
box = gameObject.AddComponent<BoxCollider>();
Mesh mesh = new Mesh();//网格组件
VertexHelper vh = new VertexHelper();//顶点助手
//正方形的24个顶点
vh.AddVert(new Vector3(0, 0, 0) - Vector3.one * 0.5f, Color.white, Vector2.zero);
vh.AddVert(new Vector3(0, 1, 0) - Vector3.one * 0.5f, Color.white, Vector2.up);
vh.AddVert(new Vector3(1, 0, 0) - Vector3.one * 0.5f, Color.white, Vector2.right);
vh.AddVert(new Vector3(1, 1, 0) - Vector3.one * 0.5f, Color.white, Vector2.one);
vh.AddVert(new Vector3(1, 0, 0) - Vector3.one * 0.5f, Color.white, Vector2.zero);
vh.AddVert(new Vector3(1, 1, 0) - Vector3.one * 0.5f, Color.white, Vector2.up);
vh.AddVert(new Vector3(1, 0, 1) - Vector3.one * 0.5f, Color.white, Vector2.right);
vh.AddVert(new Vector3(1, 1, 1) - Vector3.one * 0.5f, Color.white, Vector2.one);
vh.AddVert(new Vector3(1, 0, 1) - Vector3.one * 0.5f, Color.white, Vector2.zero);
vh.AddVert(new Vector3(1, 1, 1) - Vector3.one * 0.5f, Color.white, Vector2.up);
vh.AddVert(new Vector3(0, 0, 1) - Vector3.one * 0.5f, Color.white, Vector2.right);
vh.AddVert(new Vector3(0, 1, 1) - Vector3.one * 0.5f, Color.white, Vector2.one);
vh.AddVert(new Vector3(0, 0, 1) - Vector3.one * 0.5f, Color.white, Vector2.zero);
vh.AddVert(new Vector3(0, 1, 1) - Vector3.one * 0.5f, Color.white, Vector2.up);
vh.AddVert(new Vector3(0, 0, 0) - Vector3.one * 0.5f, Color.white, Vector2.right);
vh.AddVert(new Vector3(0, 1, 0) - Vector3.one * 0.5f, Color.white, Vector2.one);
vh.AddVert(new Vector3(0, 1, 0) - Vector3.one * 0.5f, Color.white, Vector2.zero);
vh.AddVert(new Vector3(0, 1, 1) - Vector3.one * 0.5f, Color.white, Vector2.up);
vh.AddVert(new Vector3(1, 1, 0) - Vector3.one * 0.5f, Color.white, Vector2.right);
vh.AddVert(new Vector3(1, 1, 1) - Vector3.one * 0.5f, Color.white, Vector2.one);
vh.AddVert(new Vector3(0, 0, 1) - Vector3.one * 0.5f, Color.white, Vector2.zero);
vh.AddVert(new Vector3(0, 0, 0) - Vector3.one * 0.5f, Color.white, Vector2.up);
vh.AddVert(new Vector3(1, 0, 1) - Vector3.one * 0.5f, Color.white, Vector2.right);
vh.AddVert(new Vector3(1, 0, 0) - Vector3.one * 0.5f, Color.white, Vector2.one);
//填充网格
for (int i = 0; i < 6; i++)
{
vh.AddTriangle(0+4*i,1+4*i,2+4*i);
vh.AddTriangle(3+4*i,2+4*i,1+4*i);
}
vh.FillMesh(mesh);//填充网格
mesh.RecalculateNormals();//重新绘制法线
meshFilter.mesh = mesh;//赋值给网格过滤器
Material material = new Material(Shader.Find("Standard"));
material.mainTexture = texture;
//材质球赋值给网格渲染器
meshRenderer.material = material;
}
}