#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. Docker推出了Docker云,给大家介绍下哈!

    Docker推出了Docker云,给大家介绍下哈. 收到了Docker官网的邮件邀请,他们推出了Docker云:https://cloud.docker.com 账号信息栏目下有: 云提供商:眼下支持 ...

  2. SVN打tag

          SVN打tag是一个非经常常使用的功能,要谈打tag,还得从SVN官方推荐的文件夹结构说起.SVN官方推荐在一个版本号库的根文件夹下先建立trunk.branches.tags这三个文件夹 ...

  3. C# Parse and TryParse 方法详解

    工作中遇到的常用方法: Parse and TryParse TryParse 方法类似于 Parse 方法,不同之处在于 TryParse 方法在转换失败时不引发异常 /// <summary ...

  4. 剑指offer——04重建二叉树(Python3)

    思路:在数据结构中,有一个条件反射,谈及二叉树,就递归.所以在实现重建二叉树时,也应该用到递归的思想. 在前序遍历中,根节点处于第一个:在中序遍历中,根节点的左边为左子树节点,根节点右边为右子树节点. ...

  5. 使用右键打开Visual Code

    Windows Registry Editor Version 5.00[HKEY_CLASSES_ROOT\*\shell\Visual Code]@="Edit with Visual ...

  6. jQuery中文学习站点

    jQuery是一个快速.简单的Javascript library,它简化了HTML文件的traversing,事件处理.动画.Ajax互动,从而方便了网页制作的快速发展.jQuery是为改变你编写J ...

  7. Git+VS2015修改提交代码以及解决冲突

    第一步:前提我们已经讲代码从git上clone(可以看我的GIt篇)下来,创建自己的开发分支.我们在自己本地的分支上开发. 看到右下角有一个develop那是我自己建立的开发的分支,现在点击devel ...

  8. SQL where 条件顺序对性能的影响有哪些

    经常有人问到oracle中的Where子句的条件书写顺序是否对SQL性能有影响,我的直觉是没有影响,因为如果这个顺序有影响,Oracle应该早就能够做到自动优化,但一直没有关于这方面的确凿证据.在网上 ...

  9. 如何解决 不能以 DISTINCT 方式选择 text、ntext 或 image 数据类型

    distinct去重,如果遇到text字段,可以用以下方法解决 1.用not exists select * from tab awhere not exists (  select 1 from t ...

  10. codeforces 567 E. President and Roads 【 最短路 桥 】

    给出一个有向图,从起点走到终点(必须走最短路),问一条边是否一定会被经过,如果不经过它,可以减小它的多少边权使得经过它(边权不能减少到0) 正反向建图,分别求出起点到每个点的最短距离,终点到每个点的最 ...