using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]
public class TestTriangle : MonoBehaviour
{
//https://blog.csdn.net/ecidevilin/article/details/52443127
//如何添加纹理
private MeshFilter meshFilter;
[ExecuteInEditMode]
private void Awake()
{
meshFilter = GetComponent<MeshFilter>();
meshFilter.mesh = CreatTriangle();
}
Mesh CreatTriangle()
{
Mesh mesh = new Mesh();
Vector3 tr = transform.position;
Vector3[] vertices = {
new Vector3(tr.x,tr.y,tr.z),
new Vector3(tr.x+1,tr.y,tr.z),
new Vector3(tr.x,tr.y+1,tr.z),
};
Vector2[] uvs = {
new Vector2(0,0.5f),
new Vector2(1,1),
new Vector2(1,0),
};
int[] triangles = { 0, 1, 2 };
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
return mesh;
}
void OnDrawGizmos()
{
Gizmos.color = Color.gray;
DrawMesh();
}
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
DrawMesh();
}
private void DrawMesh()
{
Mesh mesh = CreatTriangle();
int[] tris = mesh.triangles;
Gizmos.DrawLine(mesh.vertices[tris[0]], mesh.vertices[tris[1]]);
Gizmos.DrawLine(mesh.vertices[tris[0]], mesh.vertices[tris[2]]);
Gizmos.DrawLine(mesh.vertices[tris[1]], mesh.vertices[tris[2]]);
//在每个顶点处画球
for (int i = 0; i < mesh.vertices.Length; i++)
{
Gizmos.DrawSphere(mesh.vertices[i], 0.2f);
}
}
}