unity mesh的自定义创建

本文介绍如何使用Unity创建自定义的3D网格模型,并通过具体的代码实现绘制不同形状的网格,包括三角形、矩形及更复杂的图形。此外,还详细讲解了如何设置顶点坐标和三角形索引来构建所需的几何形状。

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

public class MeshCreat : MonoBehaviour {

	private int VERTICES_COUNT = 6;
	// Use this for initialization
	void Start () {
		//三角形
		//MeshFilter meshFilter = (MeshFilter)this.GetComponent(typeof(MeshFilter));
		//Mesh mesh = meshFilter.mesh;
		//Vector3[] vertices = new Vector3[3];
		//int[] triangles = new int[3];

		//vertices[0] = new Vector3(0,0,0);
		//vertices[1] = new Vector3(0,1,0);
		//vertices[2] = new Vector3(1,0,0);

		//triangles[0] = 0;
		//triangles[1] = 1;
		//triangles[2] = 2;

		//mesh.vertices = vertices;
		//mesh.triangles = triangles;

		//长方形,4个三角形
		//MeshFilter meshFilter = (MeshFilter)this.GetComponent(typeof(MeshFilter));
		//Mesh mesh = meshFilter.mesh;
		////一共有多少个定点
		//Vector3[] vertices = new Vector3[VERTICES_COUNT];
		////三角形数量
		//int triangles_count = VERTICES_COUNT - 2;
		////三角形顶点ID数组
		//int[] triangles = new int[triangles_count * 3];

		//vertices[0] = new Vector3(0,0,0);
		//vertices[1] = new Vector3(0,1,0);
		//vertices[2] = new Vector3(1,0,0);

		//vertices[3] = new Vector3(1,1,0);
		//vertices[4] = new Vector3(2,0,0);
		//vertices[5] = new Vector3(2,1,0);

		////绘制三角形
		//mesh.vertices = vertices;
		////起始三角形顶点
		//int start = 0;
		////结束三角形顶点
		//int end = 3;

		//for (int i = start;i < end;i++) {

		//	for (int j = 0;j < 3;j++) {
		//		if (i % 2 == 0)
		//		{
		//			triangles[3 * i + j] = i + j;
		//		}
		//		else {
		//			triangles[3 * i + j] = i + 2 - j;
		//		}
		//	}
		//}
		//mesh.triangles = triangles;
		


		//画一个自定义图形
		Vector3[] va = new Vector3[] {
            new Vector3(1.21f,1.27f,30.00f),
			new Vector3(2.25f,2.22f,30.00f),
			new Vector3(3.29f,3.18f,30.00f),
			new Vector3(4.34f,4.14f,30.00f),
			new Vector3(5.38f,5.10f,30.00f),
			new Vector3(6.42f,6.07f,30.00f),
			new Vector3(7.21f,7.27f,30.00f),
			new Vector3(8.25f,6.22f,30.00f),
			new Vector3(9.29f,5.18f,30.00f),
			new Vector3(10.34f,4.14f,30.00f),
			new Vector3(11.38f,3.10f,30.00f),
			new Vector3(12.42f,2.07f,30.00f),
			new Vector3(13.25f,6.22f,30.00f),
			new Vector3(14.29f,9.18f,30.00f),
			new Vector3(15.34f,10.14f,30.00f),
			new Vector3(16.38f,6.10f,30.00f),
			new Vector3(17.42f,2.07f,30.00f),

		};

		Vector3[] vb = new Vector3[] {
            new Vector3(1.21f,1.27f,35.00f),
			new Vector3(2.25f,2.22f,35.00f),
			new Vector3(3.29f,3.18f,35.00f),
			new Vector3(4.34f,4.14f,35.00f),
			new Vector3(5.38f,5.10f,35.00f),
			new Vector3(6.42f,6.07f,35.00f),
			new Vector3(7.21f,7.27f,35.00f),
			new Vector3(8.25f,6.22f,35.00f),
			new Vector3(9.29f,5.18f,35.00f),
			new Vector3(10.34f,4.14f,35.00f),
			new Vector3(11.38f,3.10f,35.00f),
			new Vector3(12.42f,2.07f,35.00f),
			new Vector3(13.25f,6.22f,35.00f),
			new Vector3(14.29f,9.18f,35.00f),
			new Vector3(15.34f,10.14f,35.00f),
			new Vector3(16.38f,6.10f,35.00f),
			new Vector3(17.42f,2.07f,35.00f),

		};

		Vector3[] vd = new Vector3[] {
			new Vector3(1.21f,1.27f,40.00f),
			new Vector3(2.25f,2.22f,40.00f),
			new Vector3(3.29f,3.18f,40.00f),
			new Vector3(4.34f,4.14f,40.00f),
			new Vector3(5.38f,5.10f,40.00f),
			new Vector3(6.42f,6.07f,40.00f),
			new Vector3(7.21f,7.27f,40.00f),
			new Vector3(8.25f,6.22f,40.00f),
			new Vector3(9.29f,5.18f,40.00f),
			new Vector3(10.34f,4.14f,40.00f),
			new Vector3(11.38f,3.10f,40.00f),
			new Vector3(12.42f,2.07f,40.00f),
			new Vector3(13.25f,6.22f,40.00f),
			new Vector3(14.29f,9.18f,40.00f),
			new Vector3(15.34f,10.14f,40.00f),
			new Vector3(16.38f,6.10f,40.00f),
			new Vector3(17.42f,2.07f,40.00f),

		};

		Vector3[] ve = new Vector3[] {
			new Vector3(1.21f,1.27f,45.00f),
			new Vector3(2.25f,2.22f,45.00f),
			new Vector3(3.29f,3.18f,45.00f),
			new Vector3(4.34f,4.14f,45.00f),
			new Vector3(5.38f,5.10f,45.00f),
			new Vector3(6.42f,6.07f,45.00f),
			new Vector3(7.21f,7.27f,45.00f),
			new Vector3(8.25f,6.22f,45.00f),
			new Vector3(9.29f,5.18f,45.00f),
			new Vector3(10.34f,4.14f,45.00f),
			new Vector3(11.38f,3.10f,45.00f),
			new Vector3(12.42f,2.07f,45.00f),
			new Vector3(13.25f,6.22f,45.00f),
			new Vector3(14.29f,9.18f,45.00f),
			new Vector3(15.34f,10.14f,45.00f),
			new Vector3(16.38f,6.10f,45.00f),
			new Vector3(17.42f,2.07f,45.00f),

		};
		//GameObject[] allV = new GameObject[5];

		CreatMesh(va,vb);
		//CreatMesh(vd,ve);


		
	}

	void CreatMesh(Vector3[] va,Vector3[] vb) {

		MeshFilter meshFilter = (MeshFilter)this.gameObject.GetComponent(typeof(MeshFilter));
		Mesh mesh = meshFilter.mesh;
		Vector3[] vertices = new Vector3[va.Length * 2];
		int triangles_count = (va.Length - 1) * 2;
		int[] triangles = new int[triangles_count * 3];

		int index_v = 0;
		for (int i = 0; i < va.Length; i++)
		{

			vertices[index_v++] = va[i];
			Debug.Log("vertices: " + index_v + " va:" + i);
			vertices[index_v++] = vb[i];
			Debug.Log("vertices: " + index_v + " vb:" + i);
		}
		int index_t = 0;
		for (int i = 0; i < va.Length - 1; i++)
		{

			triangles[index_t++] = i * 2;
			Debug.Log("triangles: " + index_t);
			triangles[index_t++] = 1 + i * 2;
			Debug.Log("triangles: " + index_t);
			triangles[index_t++] = (i + 1) * 2;
			Debug.Log("triangles" + index_t);
			triangles[index_t++] = (i + 1) * 2 + 1;
			Debug.Log("triangles" + index_t);
			triangles[index_t++] = (i + 1) * 2;
			Debug.Log("triangles" + index_t);
			triangles[index_t++] = i * 2 + 1;
			Debug.Log("triangles" + index_t);

			if (index_t == triangles.Length)
			{
				break;
			}
		}
		mesh.vertices = vertices;
		mesh.triangles = triangles;
	}
	
	// Update is called once per frame
	void Update () {
		
	}
}



准则:三角形有两面,正面可见,背面不可见。三角形的渲染顺序与三角形的正面法线呈左手螺旋定则

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