#pragma strict
function Awake(){ var pMeshFilter : MeshFilter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;//网格过滤器
var pMeshRender : MeshRenderer = gameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;//网格渲染
var pMesh : Mesh = pMeshFilter.mesh as Mesh; //网格过滤器的实例化的Mesh //u3d中绘制图形都是三角形绘制法。顺时针。所以先记录全部的点,然后在确定三角形绘制的顺序 var pVector : Vector3 [] = new Vector3[36];
var pTriangles : int [] = new int[pVector.length]; //forword
pVector[0] = new Vector3(0.0f,0.0f,0.0f);
pVector[1] = new Vector3(0.0f,1.0f,0.0f);
pVector[2] = new Vector3(1.0f,0.0f,0.0f); pVector[3] = new Vector3(1.0f,0.0f,0.0f);
pVector[4] = new Vector3(0.0f,1.0f,0.0f);
pVector[5] = new Vector3(1.0f,1.0f,0.0f);
//back
pVector[6] = new Vector3(0.0f,0.0f,1.0f);
pVector[7] = new Vector3(0.0f,1.0f,1.0f);
pVector[8] = new Vector3(1.0f,0.0f,1.0f); pVector[9] = new Vector3(1.0f,0.0f,1.0f);
pVector[10] = new Vector3(0.0f,1.0f,1.0f);
pVector[11] = new Vector3(1.0f,1.0f,1.0f);
//left
pVector[12] = new Vector3(0.0f,0.0f,0.0f);
pVector[13] = new Vector3(0.0f,0.0f,1.0f);
pVector[14] = new Vector3(0.0f,1.0f,1.0f); pVector[15] = new Vector3(0.0f,1.0f,1.0f);
pVector[16] = new Vector3(0.0f,1.0f,0.0f);
pVector[17] = new Vector3(0.0f,0.0f,0.0f);
//right
pVector[18] = new Vector3(1.0f,0.0f,0.0f);
pVector[19] = new Vector3(1.0f,0.0f,1.0f);
pVector[20] = new Vector3(1.0f,1.0f,0.0f); pVector[21] = new Vector3(1.0f,1.0f,0.0f);
pVector[22] = new Vector3(1.0f,0.0f,1.0f);
pVector[23] = new Vector3(1.0f,1.0f,1.0f);
//up
pVector[24] = new Vector3(0.0f,1.0f,0.0f);
pVector[25] = new Vector3(0.0f,1.0f,1.0f);
pVector[26] = new Vector3(1.0f,1.0f,0.0f); pVector[27] = new Vector3(1.0f,1.0f,0.0f);
pVector[28] = new Vector3(0.0f,1.0f,1.0f);
pVector[29] = new Vector3(1.0f,1.0f,1.0f);
//down
pVector[30] = new Vector3(0.0f,0.0f,0.0f);
pVector[31] = new Vector3(0.0f,0.0f,1.0f);
pVector[32] = new Vector3(1.0f,0.0f,0.0f); pVector[33] = new Vector3(1.0f,0.0f,0.0f);
pVector[34] = new Vector3(0.0f,0.0f,1.0f);
pVector[35] = new Vector3(1.0f,0.0f,1.0f); for(var nIndex : int = 0; nIndex < pTriangles.length;++nIndex){
pTriangles[nIndex] =nIndex;
}
pMesh.Clear();
pMesh.vertices = pVector;//网格顶点
pMesh.triangles = pTriangles;//三角形
pMesh.RecalculateBounds();
}

Unity3d修炼之路:用Mesh绘制一个Cube的更多相关文章

  1. 用DirectX12绘制一个Cube

    之前一篇文章讲了DirectX12的初始化流程,现在来看看在此基础上如何绘制一个Cube. 首先,我们要为这个Cube准备一个shader,来告诉GPU绘制的具体流程,DirectX中的shader使 ...

  2. 用DirectX 11绘制一个Cube

    之前一篇文章讲了如何初始化DirectX 11,现在在此基础上绘制一个Cube,总体可概括为以下几个步骤: 定义Cube顶点数据结构 创建Vertex Buffer和Index Buffer 编写应用 ...

  3. Unity3d修炼之路:GUIbutton简单使用,完毕对一个简单对象Cube的移动,旋转

    #pragma strict private var m_pCubeObj : GameObject = null; private var m_pMeshFilter : MeshFilter = ...

  4. Unity3d修炼之路:载入一个预制体,然后为该对象加入组件,然后查找对象,得到组件。

    #pragma strict function Awake(){ //载入一个预制体 资源必须在 Resources目录下 Resources.LoadLoad(); //载入后 必须演示样例化 Ga ...

  5. Unity3d修炼之路:游戏开发中,3d数学知识的练习【1】(不断更新.......)

    #pragma strict public var m_pA : Vector3 = new Vector3(2.0f, 4.0f, 0.0f); public var m_pB : Vector3 ...

  6. Unity3D学习笔记1——绘制一个三角形

    目录 1. 绪论 2. 概述 3. 详论 3.1. 准备 3.2. 实现 3.3. 解析 3.3.1. 场景树对象 3.3.2. 绘制方法 4. 结果 1. 绪论 最近想学习一下Unity3d,无奈发 ...

  7. Unity3D学习笔记2——绘制一个带纹理的面

    目录 1. 概述 2. 详论 2.1. 网格(Mesh) 2.1.1. 顶点 2.1.2. 顶点索引 2.2. 材质(Material) 2.2.1. 创建材质 2.2.2. 使用材质 2.3. 光照 ...

  8. Unity3D学习笔记4——创建Mesh高级接口

    目录 1. 概述 2. 详论 3. 其他 4. 参考 1. 概述 在文章Unity3D学习笔记2--绘制一个带纹理的面中使用代码的方式创建了一个Mesh,不过这套接口在Unity中被称为简单接口.与其 ...

  9. [Modern OpenGL系列(三)]用OpenGL绘制一个三角形

    本文已同步发表在CSDN:http://blog.csdn.net/wenxin2011/article/details/51347008 在上一篇文章中已经介绍了OpenGL窗口的创建.本文接着说如 ...

随机推荐

  1. Hive不同文件的读取与序列化

    Hive不同文件的读取对照 stored as textfile 直接查看hdfs hadoop fs -text hive> create table test_txt(name string ...

  2. 怎样通过反编译工具与插件 查看java *.class 文件源代码

    Java Decompiler[java 反编译]:开发了反编译工具.能够方便查看*.class 文件源代码.以下介绍几种查看源代码的方式:工具&插件 1.JD-GUI JD-GUI  是显示 ...

  3. iOS开发一行代码系列:一行搞定输入框

    近期总结了下开发过程中经常使用的功能,发现有时候我在做反复性的劳动.于是决定把经常使用的功能抽出来,方便下次使用. 我的想法是:用最少的代码来解决这个问题.于是写了一些经常使用的工具类,名字就叫一行代 ...

  4. iOS开发中权限再度梳理

    前言 上篇文章iOS开发中的这些权限,你搞懂了吗?介绍了一些常用权限的获取和请求方法,知道这些方法的使用基本上可以搞定大部分应用的权限访问的需求.但是,这些方法并不全面,不能涵盖住所有权限访问的方法. ...

  5. Spyder调试快捷键

    Ctrl+1:  注释.取消注释 Ctrl+4/5:  块注释 / 取消块注释 F12: 断点 / 取消断点 F5: 运行 Ctrl+F5: 启动调试 Ctrl+F10: 单步调试,跳过函数内部实现 ...

  6. 【转】使用Docker+Jenkins自动构建部署

    转载自 https://segmentfault.com/a/1190000012921606 环境 阿里云ESC,宿主机服务器安装Docker,在安全规则中确认8080端口开启. 客户端mac 运行 ...

  7. POJ 1201 差分约束+SPFA

    思路: 差分约束,难在建图.(我是不会告诉你我刚学会SPFA的...) 把每个区间的ai–>bi连一条长度为ci的边. k–>k+1连一条长度为0的边. k+1–>k连一条长度为-1 ...

  8. 【转】C#详解值类型和引用类型区别

    通用类型系统 值类型 引用类型 值类型和引用类型在内存中的部署 1 数组 2 类型嵌套 辨明值类型和引用类型的使用场合 5 值类型和引用类型的区别小结   首先,什么是值类型,什么是引用类型? 在C# ...

  9. Building Block[HDU2818]

    Building Block Time Limit: 2000/1000 MS (Java/Others) Memory Limit: 32768/32768 K (Java/Others)Total ...

  10. Excel导入到DataTable ,DataTable导入到Excel

    using System; using System.Collections.Generic; using System.Linq; using System.Text; using NPOI.SS. ...