Mesh学习笔记3-创建一个box

using UnityEngine;
using System.Collections;

//与面类似,只不过法线不是顶点了
public class MeshBox : MonoBehaviour {

	private float m_Length = 1f;
	private float m_Width = 1f;

	// Use this for initialization
	void Start () {
		Test ();
	}
	public void Test()
	{
		MeshBuilder meshBuilder = new MeshBuilder();
		
		Vector3 upDir = Vector3.up * m_Length;
		Vector3 rightDir = Vector3.right * m_Width;
		Vector3 forwardDir = Vector3.forward * m_Length;
		
		Vector3 nearCorner = Vector3.zero;
		Vector3 farCorner = upDir + rightDir + forwardDir;
		
		BuildQuad(meshBuilder, nearCorner, forwardDir, rightDir);
		BuildQuad(meshBuilder, nearCorner, rightDir, upDir);
		BuildQuad(meshBuilder, nearCorner, upDir, forwardDir);
		
		BuildQuad(meshBuilder, farCorner, -rightDir, -forwardDir);
		BuildQuad(meshBuilder, farCorner, -upDir, -rightDir);
		BuildQuad(meshBuilder, farCorner, -forwardDir, -upDir);
		
		//Mesh mesh = meshBuilder.CreateMesh();

		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);
	}

	void BuildQuad(MeshBuilder meshBuilder, Vector3 offset, Vector3 widthDir, Vector3 lengthDir)
	{
		Vector3 normal = Vector3.Cross(lengthDir, widthDir).normalized;
		
		meshBuilder.Vertices.Add(offset);
		meshBuilder.UVs.Add(new Vector2(0.0f, 0.0f));
		meshBuilder.Normals.Add(normal);
		
		meshBuilder.Vertices.Add(offset + lengthDir);
		meshBuilder.UVs.Add(new Vector2(0.0f, 1.0f));
		meshBuilder.Normals.Add(normal);
		
		meshBuilder.Vertices.Add(offset + lengthDir + widthDir);
		meshBuilder.UVs.Add(new Vector2(1.0f, 1.0f));
		meshBuilder.Normals.Add(normal);
		
		meshBuilder.Vertices.Add(offset + widthDir);
		meshBuilder.UVs.Add(new Vector2(1.0f, 0.0f));
		meshBuilder.Normals.Add(normal);

		int baseIndex = meshBuilder.Vertices.Count - 4;

		meshBuilder.AddTriangle(baseIndex, baseIndex + 1, baseIndex + 2);
		meshBuilder.AddTriangle(baseIndex, baseIndex + 2, baseIndex + 3);
	}
}

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