Unity生成Cube

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

[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class CreateCube : MonoBehaviour
{
    private Vector3[] m_Vertex;
    private int[] m_triangle;

    void Start()
    {
        Mesh mesh = new Mesh();

        var meshFilter = GetComponent<MeshFilter>();
        meshFilter.mesh = mesh;
        mesh.name = "MyCube";
        GenerateVertex();
        GenerateTriangle();
        mesh.vertices = m_Vertex;
        mesh.triangles = m_triangle;
    }

    void GenerateVertex()
    {
        m_Vertex = new Vector3[8];
        m_Vertex[0] = new Vector3(-0.5f, -0.5f, -0.5f);//左下
        m_Vertex[1] = new Vector3(0.5f, -0.5f, -0.5f);//右下
        m_Vertex[2] = new Vector3(-0.5f, -0.5f, 0.5f);//左上
        m_Vertex[3] = new Vector3(0.5f, -0.5f, 0.5f);//右上

        m_Vertex[4] = new Vector3(-0.5f, 0.5f, -0.5f);//左下
        m_Vertex[5] = new Vector3(0.5f, 0.5f, -0.5f);//右下
        m_Vertex[6] = new Vector3(-0.5f, 0.5f, 0.5f);//左上
        m_Vertex[7] = new Vector3(0.5f, 0.5f, 0.5f);//右上
    }

    void GenerateTriangle()
    {
        //下面
        m_triangle = new int[36];
        m_triangle[0] = 0;
        m_triangle[1] = 1;
        m_triangle[2] = 2;
        m_triangle[3] = 1;
        m_triangle[4] = 3;
        m_triangle[5] = 2;
        //上面
        m_triangle[6] = 6;
        m_triangle[7] = 7;
        m_triangle[8] = 5;
        m_triangle[9] = 6;
        m_triangle[10] = 5;
        m_triangle[11] = 4;
        //前
        m_triangle[12] = 0;
        m_triangle[13] = 4;
        m_triangle[14] = 5;
        m_triangle[15] = 0;
        m_triangle[16] = 5;
        m_triangle[17] = 1;
        //后
        m_triangle[18] = 3;
        m_triangle[19] = 7;
        m_triangle[20] = 6;
        m_triangle[21] = 3;
        m_triangle[22] = 6;
        m_triangle[23] = 2;
        //左
        m_triangle[24] = 2;
        m_triangle[25] = 6;
        m_triangle[26] = 4;
        m_triangle[27] = 2;
        m_triangle[28] = 4;
        m_triangle[29] = 0;
        //右
        m_triangle[30] = 1;
        m_triangle[31] = 5;
        m_triangle[32] = 7;
        m_triangle[33] = 1;
        m_triangle[34] = 7;
        m_triangle[35] = 3;
    }

    private void OnDrawGizmos()
    {
        if (m_Vertex == null) return;
        for (int i = 0; i < m_Vertex.Length; i++)
        {
            Gizmos.DrawSphere(transform.TransformPoint(m_Vertex[i]), 0.1f);
        }
    }
}
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Unity中动态生成Cubemap可以使用RenderTexture和Camera来实现。下面是一个简单的示例代码: ```csharp using UnityEngine; public class GenerateCubemap : MonoBehaviour { public int resolution = 512; public Cubemap cubemap; public Camera camera; private RenderTexture renderTexture; void Start() { // 创建RenderTexture作为Cubemap的渲染目标 renderTexture = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.Default); renderTexture.dimension = UnityEngine.Rendering.TextureDimension.Cube; renderTexture.hideFlags = HideFlags.HideAndDontSave; // 将RenderTexture赋值给Cubemap cubemap = new Cubemap(resolution, TextureFormat.RGB24, false); cubemap.SetPixelData(Color.black, CubemapFace.PositiveX); cubemap.SetPixelData(Color.black, CubemapFace.NegativeX); cubemap.SetPixelData(Color.black, CubemapFace.PositiveY); cubemap.SetPixelData(Color.black, CubemapFace.NegativeY); cubemap.SetPixelData(Color.black, CubemapFace.PositiveZ); cubemap.SetPixelData(Color.black, CubemapFace.NegativeZ); // 将Cubemap设置到Material中进行显示 GetComponent<Renderer>().sharedMaterial.SetTexture("_Cube", cubemap); // 将Camera的渲染目标设置为RenderTexture camera.targetTexture = renderTexture; } void Update() { // 渲染到RenderTexture camera.Render(); // 将RenderTexture的像素数据拷贝到Cubemap中 Graphics.CopyTexture(renderTexture, cubemap); // 更新Cubemap cubemap.Apply(); } } ``` 上述代码将在场景中创建一个空物体,并将脚本`GenerateCubemap`附加到该物体上。在Inspector面板中,可以设置Cubemap的分辨率和渲染的Camera。 该脚本会在每一帧更新时,将Camera渲染的结果拷贝到RenderTexture,并将RenderTexture的像素数据拷贝到Cubemap中,以实现动态生成Cubemap的效果。

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