#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. Line(扩展欧几里得)

    题意:本题给出一个直线,推断是否有整数点在这条直线上: 分析:本题最重要的是在给出的直线是不是平行于坐标轴,即A是不是为0或B是不是为0..此外.本题另一点就是C输入之后要取其相反数,才干进行扩展欧几 ...

  2. How do I UPDATE from a SELECT in SQL Server?

    方法1 https://stackoverflow.com/questions/2334712/how-do-i-update-from-a-select-in-sql-server UPDATE T ...

  3. HMM XSS检测

    HMM XSS检测 转自:http://www.freebuf.com/articles/web/133909.html 前言 上篇我们介绍了HMM的基本原理以及常见的基于参数的异常检测实现,这次我们 ...

  4. 【IOI 2011】Race

    [题目链接] https://www.lydsy.com/JudgeOnline/problem.php?id=2599 [算法] 点分治 [代码] #include<bits/stdc++.h ...

  5. angular 兼容ie11 ie11兼容

    兼容一(new Date()用法) new Date('2018-01-01 00:00:00').getHours(); new Date('2018-01-01 00:00:00').getMin ...

  6. ros中文术语表及消息类型表

    前言:整理一些ros常用表格,包括中文术语对照表. 一.中文术语表 二.消息类型表 -END-

  7. BZOJ 3720 树分块

    借鉴了别人的代码-- //By SiriusRen #include <cmath> #include <cstdio> #include <cstring> #i ...

  8. C#学习小记

    1.C#是由微软推出的,基于.Net Framework的面向对象的高级编程语言. 2.C#代码编辑器为Visual Studio,简称VS. 3.Hello World VS中新建Windows控制 ...

  9. Java NIO(二)缓冲区

    概念 缓冲区:一个用于特定基本数据类型的容器,由java.nio包定义的所有缓冲区都是Buffer抽象类的子类.其作用于与NIO的通道进行交互,数据从通道读入缓冲区,数据从缓冲区写入通道 Buffer ...

  10. android UI卡顿问题学习

    转自https://blog.csdn.net/joye123/article/details/79425398 https://blog.csdn.net/zhenjie_chang/article ...