unity, 用脚本创建mesh

创建一个空gameObject,添加Mesh Filter和Mesh Renderer两个component,再添加一个脚本createMeshScript:

using UnityEngine;
using System.Collections;

[ExecuteInEditMode]
public class createMeshScript : MonoBehaviour {
    void Awake() {
        gameObject.GetComponent<MeshFilter> ().mesh = CreateMesh (1,1);
    }
    Mesh CreateMesh(float width, float height)
    {
        Mesh m = new Mesh();
        m.name = "ScriptedMesh";
        //note: unity is left-hand system
        m.vertices = new Vector3[] {
            new Vector3(-width/2, -height/2, 0),
            new Vector3(-width/2, height/2, 0),
            new Vector3(width/2, height/2, 0),
            new Vector3(width/2, -height/2, 0)
        };
        m.uv = new Vector2[] {
            new Vector2 (0, 0),
            new Vector2 (0, 1),
            new Vector2 (1, 1),
            new Vector2 (1, 0)
        };
        m.triangles = new int[] { 0, 1, 2, 0, 2, 3};
        m.RecalculateNormals();
        m.RecalculateBounds();
        return m;
    }
}

此时可以看到Inspector中Mesh Filter->Mesh显示为ScriptedMesh(因为我们在代码中为它命名是scriptedMesh)。

此时创建的mesh没有材质,显示为紫色,新建一个Material拖放到Mesh Renderer->Materials->Element 0上,完成mesh的创建。

运行程序,可以看到脚本创建的mesh如图:

另外需要注意的是:

1,unity中是坐标系统是左手系,如果不注意这一点把顶点顺序(法线)搞反了,可能画出来的东西因背面剔除而看不到。

2,mesh.vertices要用局部坐标。

参考:

http://blog.nobel-joergensen.com/2010/12/25/procedural-generated-mesh-in-unity/

http://answers.unity3d.com/questions/139808/creating-a-plane-mesh-directly-from-code.html

----补充:(2015-5-23)

下面尝试创建一个复杂一点儿的面片:

将前面的脚本改成:

using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class createMeshScript : MonoBehaviour {
    void Awake() {
        gameObject.GetComponent<MeshFilter> ().mesh = CreateRandomPlane (1,1,3,3,true);//false
    }
    Mesh CreateCustomPlane(float width, float height,int nRow,int nCol,bool isAddRandom){
        Mesh m = new Mesh();
        m.name = "customPlane";
        //note: unity is left-hand system
        Vector3 LU = new Vector3 (-width/2,height/2,0);
        float dx = width / nCol;
        float dy = height / nRow;
        int vertCount = (nRow + 1) * (nCol + 1);
        int triangleCount = nRow * nCol * 2;
        Vector3[] vertices=new Vector3[vertCount];
        Vector2[] uv=new Vector2[vertCount];
        int[] IDs=new int[triangleCount*3];
        for (int i=0; i<nRow+1; i++) {
            for(int j=0;j<nCol+1;j++){
                Vector3 v=LU+new Vector3(dx*j,-dy*i,0);
                Vector2 texCoord=new Vector2(dx*j/width,1-dy*i/height);
                if(isAddRandom){//add random
                    v.z=(Random.value*2-1)*0.1f;
                }
                vertices[i*(nCol+1)+j]=v;
                uv[i*(nCol+1)+j]=texCoord;
                
            }
        }
        for (int i=0; i<nRow; i++) {
            for(int j=0;j<nCol;j++){
                //quad[i][j]
                int LUID=i*(nCol+1)+j;
                int LDID=LUID+(nCol+1);
                int RUID=LUID+1;
                int RDID=LDID+1;
                //quad[i][j] is triangle[2*(i*4+j)] and triangle[2*(i*4+j)+1] 
                //triangle[2*(i*4+j)] is {IDs[2*(i*4+j)*3],IDs[2*(i*4+j)*3+1],IDs[2*(i*4+j)*3+2]}
                IDs[2*(i*nCol+j)*3]=LUID;
                IDs[2*(i*nCol+j)*3+1]=RUID;
                IDs[2*(i*nCol+j)*3+2]=LDID;
                //triangle[2*(i*4+j)+1] is {IDs[(2*(i*4+j)+1)*3],IDs[(2*(i*4+j)*3+1)*3+1],IDs[(2*(i*4+j)*3+2)*3+2]}
                IDs[(2*(i*nCol+j)+1)*3]=LDID;
                IDs[(2*(i*nCol+j)+1)*3+1]=RUID;
                IDs[(2*(i*nCol+j)+1)*3+2]=RDID;
            }
        }
        
        
        m.vertices = vertices;
        m.uv = uv;
        m.triangles = IDs;
        
        m.RecalculateNormals();
        m.RecalculateBounds();
        return m;
        
    }

}

运行结果:

左边是isAddRandom取false,右边是isAddRandom取true。

 

 

注:脚本中的m.RecalculateBounds()可能是多余的,因为Mesh.RecalculateBounds的官方文档中写道:After modifying vertices you should call this function to ensure the bounding volume is correct. Assigning triangles will automatically Recalculate the bounding volume.

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
可以使用以下代码生成一个胶囊体 Mesh: ```csharp using UnityEngine; public class CapsuleGenerator : MonoBehaviour { public float radius = 0.5f; public float height = 1.0f; public int segments = 16; void Start() { MeshFilter meshFilter = GetComponent<MeshFilter>(); if (meshFilter == null) { meshFilter = gameObject.AddComponent<MeshFilter>(); } Mesh mesh = new Mesh(); meshFilter.mesh = mesh; Vector3[] vertices = new Vector3[(segments + 1) * (segments + 1) + 2]; int[] triangles = new int[segments * segments * 6 + segments * 6]; Vector2[] uv = new Vector2[vertices.Length]; int vertexIndex = 0; float angleStep = 2.0f * Mathf.PI / segments; // Generate top cap vertices vertices[vertexIndex++] = new Vector3(0.0f, height / 2.0f, 0.0f); for (int i = 0; i <= segments; i++) { float angle = i * angleStep; float x = Mathf.Sin(angle) * radius; float z = Mathf.Cos(angle) * radius; vertices[vertexIndex++] = new Vector3(x, height / 2.0f, z); } // Generate bottom cap vertices vertices[vertexIndex++] = new Vector3(0.0f, -height / 2.0f, 0.0f); for (int i = 0; i <= segments; i++) { float angle = i * angleStep; float x = Mathf.Sin(angle) * radius; float z = Mathf.Cos(angle) * radius; vertices[vertexIndex++] = new Vector3(x, -height / 2.0f, z); } // Generate side vertices for (int i = 0; i <= segments; i++) { float angle = i * angleStep; float x = Mathf.Sin(angle) * radius; float z = Mathf.Cos(angle) * radius; vertices[vertexIndex++] = new Vector3(x, height / 2.0f, z); vertices[vertexIndex++] = new Vector3(x, -height / 2.0f, z); } // Generate top cap triangles int triangleIndex = 0; for (int i = 1; i <= segments; i++) { triangles[triangleIndex++] = 0; triangles[triangleIndex++] = i + 1; triangles[triangleIndex++] = i; } // Generate bottom cap triangles for (int i = segments + 2; i <= 2 * segments + 1; i++) { triangles[triangleIndex++] = segments + 1; triangles[triangleIndex++] = i; triangles[triangleIndex++] = i + 1; } // Generate side triangles for (int i = 1; i <= segments; i++) { triangles[triangleIndex++] = i; triangles[triangleIndex++] = i + segments + 1; triangles[triangleIndex++] = i + segments + 2; triangles[triangleIndex++] = i; triangles[triangleIndex++] = i + segments + 2; triangles[triangleIndex++] = i + 1; } // Generate UV coordinates for (int i = 0; i < vertices.Length; i++) { uv[i] = new Vector2(vertices[i].x, vertices[i].z); } mesh.vertices = vertices; mesh.triangles = triangles; mesh.uv = uv; mesh.RecalculateNormals(); mesh.RecalculateBounds(); } } ``` 将这个脚本挂载到一个 GameObject 上,就可以生成一个胶囊体 Mesh
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值