mesh概念:
mesh是unity中的一个组件,称为网格组件。通俗的讲,mesh是指模型的网格,3d模型是由多边形拼接而成,而多边形实际上是由多个三角形拼接而成的。所以一个3d模型的表面其实是由多个彼此相连的三角面构成。三维空间中,构成这些三角形的点和边的集合就是mesh。
mesh组成:
1、顶点坐标数组vertexes
2、顶点在uv坐标系中的位置信息数组uvs
3、三角形顶点顺时针或者逆时针索引数组triangles
4、meshfiler组件,用于增加mesh属性
5、meshrender组件,增加材质并渲染出来。
6、可能还需要每个顶点的法线的数组normals
/*
/// 功能:
/// 时间:
/// 版本:
*/
using system.collections;
using system.collections.generic;
using unityengine;
public class meshcreater : monobehaviour
{
public vector3 eulerangles;
[header("斜坡尺寸")]
public float sizex;
public float sizey;
public float sizez;
[header("斜坡后面的立方体尺寸")]
public float planesize;
public float m_angle;
public material material;
vector3[] vertices = new vector3[54];
vector2[] uvs = new vector2[54];
list<int> alltris = new list<int>();
vector3[] allpoint;
gameobject gameobject;
private void update()
{
if (input.getkeydown(keycode.space))
{
drawmesh(m_angle);
}
}
public void drawmesh(float angle)
{
if (gameobject != null)
{
destroy(gameobject);
}
sizex = sizey * mathf.tan(angle * mathf.pi / 180);
gameobject = new gameobject("cube");
gameobject.transform.eulerangles = eulerangles;
var mf = gameobject.addcomponent<meshfilter>();
var mr = gameobject.addcomponent<meshrenderer>();
allpoint = new[]
{
//斜坡
new vector3(0, 0, 0),
new vector3(0, 0, sizez),
new vector3(sizex, 0, sizez),
new vector3(sizex, 0, 0),
new vector3(0, sizey, 0),
new vector3(0, sizey, sizez),
//斜坡后的立方体
new vector3(0,-planesize,0),
new vector3(sizex,-planesize,0),
new vector3(sizex,-planesize,sizez),
new vector3(0,-planesize,sizez),
};
//斜坡
vertices[0] = allpoint[0]; //正面
vertices[1] = allpoint[4];
vertices[2] = allpoint[3];
vertices[3] = allpoint[0]; //底面1
vertices[4] = allpoint[3];
vertices[5] = allpoint[2];
vertices[6] = allpoint[0];//底面1
vertices[7] = allpoint[2];
vertices[8] = allpoint[1];
vertices[9] = allpoint[1]; //背面1
vertices[10] = allpoint[4];
vertices[11] = allpoint[0];
vertices[12] = allpoint[4];//背面2
vertices[13] = allpoint[1];
vertices[14] = allpoint[5];
vertices[15] = allpoint[5]; //反面
vertices[16] = allpoint[1];
vertices[17] = allpoint[2];
vertices[18] = allpoint[2]; //斜坡1
vertices[19] = allpoint[3];
vertices[20] = allpoint[4];
vertices[21] = allpoint[2]; //斜坡1
vertices[22] = allpoint[4];
vertices[23] = allpoint[5];
//斜坡后的立方体
vertices[24] = allpoint[6];
vertices[25] = allpoint[0];
vertices[26] = allpoint[3];
vertices[27] = allpoint[6];
vertices[28] = allpoint[3];
vertices[29] = allpoint[7];
vertices[30] = allpoint[6];
vertices[31] = allpoint[9];
vertices[32] = allpoint[0];
vertices[33] = allpoint[0];
vertices[34] = allpoint[9];
vertices[35] = allpoint[1];
vertices[36] = allpoint[7];
vertices[37] = allpoint[3];
vertices[38] = allpoint[8];
vertices[39] = allpoint[8];
vertices[40] = allpoint[3];
vertices[41] = allpoint[2];
vertices[42] = allpoint[7];
vertices[43] = allpoint[8];
vertices[44] = allpoint[9];
vertices[45] = allpoint[7];
vertices[46] = allpoint[9];
vertices[47] = allpoint[6];
vertices[48] = allpoint[1];
vertices[49] = allpoint[9];
vertices[50] = allpoint[8];
vertices[51] = allpoint[1];
vertices[52] = allpoint[8];
vertices[53] = allpoint[2];
for (int i = 0; i < vertices.length; i++)
{
alltris.add(i);
}
uvs[0] = new vector2(0, 0);
uvs[1] = new vector2(0, 1);
uvs[2] = new vector2(1, 0);
uvs[3] = new vector2(0, 0);
uvs[4] = new vector2(1, 0);
uvs[5] = new vector2(1, 1);
uvs[6] = new vector2(0f, 0f);
uvs[7] = new vector2(1f, 1f);
uvs[8] = new vector2(0f, 1f);
uvs[9] = new vector2(0, 1);
uvs[10] = new vector2(1, 0);
uvs[11] = new vector2(0, 0);
uvs[12] = new vector2(1, 0);
uvs[13] = new vector2(0, 1);
uvs[14] = new vector2(1, 1);
uvs[15] = new vector2(0f, 1f);
uvs[16] = new vector2(0, 0);
uvs[17] = new vector2(1, 0);
uvs[18] = new vector2(1f, 1f);
uvs[19] = new vector2(1f, 0f);
uvs[20] = new vector2(0f, 0f);
uvs[21] = new vector2(1, 1);
uvs[22] = new vector2(0, 0);
uvs[23] = new vector2(0, 1);
uvs[24] = new vector2(1, 1);
uvs[25] = new vector2(0, 0);
uvs[26] = new vector2(0, 1);
uvs[27] = new vector2(1, 1);
uvs[28] = new vector2(0, 0);
uvs[29] = new vector2(0, 1);
uvs[30] = new vector2(1, 1);
uvs[31] = new vector2(0, 0);
uvs[32] = new vector2(0, 1);
uvs[33] = new vector2(1, 1);
uvs[34] = new vector2(0, 0);
uvs[35] = new vector2(0, 1);
uvs[36] = new vector2(1, 1);
uvs[37] = new vector2(0, 0);
uvs[38] = new vector2(0, 1);
uvs[39] = new vector2(1, 1);
uvs[40] = new vector2(0, 0);
uvs[41] = new vector2(0, 1);
uvs[42] = new vector2(1, 1);
uvs[43] = new vector2(0, 0);
uvs[44] = new vector2(0, 1);
uvs[45] = new vector2(1, 1);
uvs[46] = new vector2(0, 0);
uvs[47] = new vector2(0, 1);
uvs[48] = new vector2(1, 1);
uvs[49] = new vector2(0, 0);
uvs[50] = new vector2(0, 1);
uvs[51] = new vector2(1, 1);
uvs[52] = new vector2(0, 0);
uvs[53] = new vector2(0, 1);
mesh mesh = new mesh();
mesh.vertices = vertices;
mesh.uv = uvs;
mesh.triangles = alltris.toarray();
mr.material = material;
mesh.recalculatetangents();
mesh.recalculatenormals();
mesh.recalculatebounds();
mf.mesh = mesh;
}
private void ondrawgizmos()
{
if (allpoint != null)
{
for (int i = 0; i < allpoint.length; i++)
{
gizmos.color = color.yellow;
gizmos.drawsphere(allpoint[i], 0.1f);
}
}
}
}

以上就是unity中 mesh生成斜坡的示例代码的详细内容,更多关于unity mesh斜坡的资料请关注其它相关文章!
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