using UnityEngine;
using System.Collections;
public class Quad : MonoBehaviour
{
// Use this for initialization
void Start () {
CreateQuad ();
}
private float m_width = 1;
private float m_length = 1;
public void CreateQuad()
{
/* 1. 顶点,三角形,法线,uv坐标, 绝对必要的部分只有顶点和三角形。
如果模型中不需要场景中的光照,那么就不需要法线。如果模型不需要贴材质,那么就不需要UV */
Vector3[] vertices = new Vector3[4];
Vector3[] normals = new Vector3[4];
Vector2[] uv = new Vector2[4];
vertices [0] = new Vector3 (0, 0, 0);
uv [0] = new Vector2 (0, 0);
normals [0] = Vector3.up;
vertices [1] = new Vector3 (0, 0, m_length);
uv [1] = new Vector2 (0, 1);
normals [1] = Vector3.up;
vertices [2] = new Vector3 (m_width, 0, m_length);
uv [2] = new Vector2 (1, 1);
normals [2] = Vector3.up;
vertices [3] = new Vector3 (m_width, 0, 0);
uv [3] = new Vector2 (1, 0);
normals [3] = Vector3.up;
/*2. 三角形,顶点索引:
三角形是由3个整数确定的,各个整数就是角的顶点的index。 各个三角形的顶点的顺序通常由下往上数, 可以是顺时针也可以是逆时针,这通常取决于我们从哪个方向看三角形。 通常,当mesh渲染时,"逆时针" 的面会被挡掉。 我们希望保证顺时针的面与法线的主向一致 */
int[] indices = new int[6];
indices [0] = 0;
indices [1] = 1;
indices [2] = 2;
indices [3] = 0;
indices [4] = 2;
indices [5] = 3;
Mesh mesh = new Mesh ();
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uv;
mesh.triangles = indices;
mesh.RecalculateBounds ();
MeshFilter filter = this.gameObject.AddComponent<MeshFilter> ();
if(filter != null)
{
filter.sharedMesh = mesh;
}
MeshRenderer meshRender = this.gameObject.AddComponent<MeshRenderer> ();
Shader shader = Shader.Find ("Diffuse");
meshRender.sharedMaterial = new Material (shader);
}
}
Unity3D Mesh学习笔记1-创建一个最简单的四边形
最新推荐文章于 2023-05-10 22:01:16 发布