// cube
// v6------v5
// / | / |
// v1------v0|
// | | | |
// | |v7---|-|v4
// |/ |/
// v2------v3
Mesh GetCubeMesh()
{
Mesh mesh = new Mesh();
Vector3[] vertex = new Vector3[8];
Vector3 p0 = new Vector3(1, 1, -1);
Vector3 p1 = new Vector3(-1,1,-1);
Vector3 p2 = new Vector3(-1,-1, -1);
Vector3 p3 = new Vector3(1, -1, -1);
Vector3 p4 = new Vector3(1, -1, 1);
Vector3 p5 = new Vector3(1, 1, 1);
Vector3 p6 = new Vector3(-1, 1, 1);
Vector3 p7 = new Vector3(-1, -1, 1);
mesh.vertices = new Vector3[] { p0,p1,p2,p2,p3,p0,//back
p0,p3,p4,p4,p5,p0,//right
p0,p5,p6,p6,p1,p0,//top
p3,p2,p7,p7,p4,p3,//bottom
p7,p2,p1,p1,p6,p7,//left
p7,p6,p5,p5,p4,p7 };//front
mesh.triangles = new int[] { 0,1,2,3,4,5,//back
6,7,8,9,10,11,//right
12,13,14,15,16,17,//top
18,19,20,21,22,23,//bottom
24,25,26,27,28,29,//left
30,31,32,33,34,35};//right
mesh.RecalculateNormals();
mesh.RecalculateBounds();
return mesh;
}
创建网格主要初始化Mesh中的vertices和triangles变量。在Unity中多边形网格中的面是以三角形呈现,在初始化vertices时以三角形形式设置顶点。
在GL中绘制是只需要设置顶点
GL.PushMatrix();
GL.Color(fadeMaterial.color);
GL.Begin(GL.TRIANGLES);
Vector3 p0 = new Vector3(1, 1, -1);
Vector3 p1 = new Vector3(-1, 1, -1);
Vector3 p2 = new Vector3(-1, -1, -1);
Vector3 p3 = new Vector3(1, -1, -1);
Vector3 p4 = new Vector3(1, -1, 1);
Vector3 p5 = new Vector3(1, 1, 1);
Vector3 p6 = new Vector3(-1, 1, 1);
Vector3 p7 = new Vector3(-1, -1, 1);
Vector3[] vertex = new Vector3[] { p0,p1,p2,p2,p3,p0,
p0,p3,p4,p4,p5,p0,
p0,p5,p6,p6,p1,p0,
p3,p2,p7,p7,p4,p3,
p7,p2,p1,p1,p6,p7,
p7,p6,p5,p5,p4,p7};
for (int i = 0; i < vertex.Length; i++)
{
GL.Vertex(vertex[i]);
}
GL.End();
GL.PopMatrix();