Unity3D Mesh学习笔记2-创建MeshBuilder

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

//实现了MeshBuilder得类,会使得我们生成mesh的时候犯的错误更少一些
public class MeshBuilder  
{
	private List<Vector3> m_Vertices = new List<Vector3>();
	public List<Vector3> Vertices {get{return m_Vertices; }}

	private List<Vector3> m_Normals = new List<Vector3>();
	public List<Vector3> Normals {get{return m_Normals; }}

	private List<Vector2> m_UVs = new List<Vector2>();
	public List<Vector2> UVs {get{return m_UVs; }}

	private List<int> m_indexs = new List<int>();
	
	public void AddTriangle(int index0, int index1, int index2)
	{
		m_indexs.Add (index0);
		m_indexs.Add (index1);
		m_indexs.Add (index2);
	}

	public Mesh CreateMesh()
	{
		Mesh mesh = new Mesh ();
		mesh.vertices = m_Vertices.ToArray ();
		mesh.triangles = m_indexs.ToArray ();

		if (m_Normals.Count == m_Vertices.Count)
			mesh.normals = m_Normals.ToArray ();

		if (m_UVs.Count == m_Vertices.Count)
			mesh.uv = m_UVs.ToArray ();

		mesh.RecalculateBounds ();

		return mesh;
	}
}


public class MeshBuilderTest : MonoBehaviour
{
	private float m_Length = 1f;
	private float m_Width = 1f;
	
	public void Start()
	{
		TestMeshBuilder ();
	}
	
	public void TestMeshBuilder()
	{
		MeshBuilder meshBuilder = new MeshBuilder();
		
		//Set up the vertices and triangles:
		meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, 0.0f));
		meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
		meshBuilder.Normals.Add(Vector3.up);
		
		meshBuilder.Vertices.Add(new Vector3(0.0f, 0.0f, m_Length));
		meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
		meshBuilder.Normals.Add(Vector3.up);
		
		meshBuilder.Vertices.Add(new Vector3(m_Width, 0.0f, m_Length));
		meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
		meshBuilder.Normals.Add(Vector3.up);
		
		meshBuilder.Vertices.Add(new Vector3(m_Width, 0.0f, 0.0f));
		meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
		meshBuilder.Normals.Add(Vector3.up);
		
		meshBuilder.AddTriangle(0, 1, 2);
		meshBuilder.AddTriangle(0, 2, 3);
		
		MeshFilter filter = this.gameObject.AddComponent<MeshFilter> ();
		if (filter != null)
		{
			filter.sharedMesh = meshBuilder.CreateMesh();
		}
		
		MeshRenderer meshRender = this.gameObject.AddComponent<MeshRenderer> ();
		Shader shader = Shader.Find ("Diffuse");
		meshRender.sharedMaterial = new Material (shader);
	}
}

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