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www.887551.com其它相关文章!