Unity3D:改变GameObject的mesh
1.只能重新生成新的mesh,重新赋值
2.生成的mesh,必须按照官网文档,同时指定:顶点与三角形的index数组,否则不行的
a) assign vertices
b) assign triangles.
3.例子:用代码生成mesh为指定size的cube:
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GameObject createCube (Vector3 meshBoundSize)
{
GameObject go = GameObject.CreatePrimitive (PrimitiveType.Cube);
Mesh mesh =
new
Mesh ();
float
x = meshBoundSize.x / 2;
float
y = meshBoundSize.y / 2;
float
z = meshBoundSize.z / 2;
mesh.vertices =
new
Vector3[] {
new
Vector3 (-x, -y, -z),
new
Vector3 (x, -y, -z),
new
Vector3 (x, y, -z),
new
Vector3 (-x, y, -z),
new
Vector3 (-x, y, z),
new
Vector3 (x, y, z),
new
Vector3 (x, -y, z),
new
Vector3 (-x, -y, z),
};
//anticlockwise
mesh.triangles =
new
int
[] {
3, 1, 0,
3, 2, 1,
2, 3, 4,
2, 4, 5,
7, 5, 4,
7, 6, 5,
0, 6, 7,
0, 1, 6,
3, 7, 4,
3, 0, 7,
1, 5, 6,
1, 2, 5
};
mesh.RecalculateNormals ();
mesh.RecalculateBounds ();
go.GetComponent<MeshFilter> ().mesh = mesh;
Material material =
new
Material (Shader.Find (
"Transparent/Diffuse"
));
Color color = Color.red;
color.a = 0.2f;
material.SetColor (
"_Color"
, color);
MeshRenderer renderer = go.GetComponent<MeshRenderer> ();
renderer.sharedMaterial = material;
return
go;
}
|
1.只能重新生成新的mesh,重新赋值
2.生成的mesh,必须按照官网文档,同时指定:顶点与三角形的index数组,否则不行的
a) assign vertices
b) assign triangles.
3.例子:用代码生成mesh为指定size的cube:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
|
GameObject createCube (Vector3 meshBoundSize)
{
GameObject go = GameObject.CreatePrimitive (PrimitiveType.Cube);
Mesh mesh =
new
Mesh ();
float
x = meshBoundSize.x / 2;
float
y = meshBoundSize.y / 2;
float
z = meshBoundSize.z / 2;
mesh.vertices =
new
Vector3[] {
new
Vector3 (-x, -y, -z),
new
Vector3 (x, -y, -z),
new
Vector3 (x, y, -z),
new
Vector3 (-x, y, -z),
new
Vector3 (-x, y, z),
new
Vector3 (x, y, z),
new
Vector3 (x, -y, z),
new
Vector3 (-x, -y, z),
};
//anticlockwise
mesh.triangles =
new
int
[] {
3, 1, 0,
3, 2, 1,
2, 3, 4,
2, 4, 5,
7, 5, 4,
7, 6, 5,
0, 6, 7,
0, 1, 6,
3, 7, 4,
3, 0, 7,
1, 5, 6,
1, 2, 5
};
mesh.RecalculateNormals ();
mesh.RecalculateBounds ();
go.GetComponent<MeshFilter> ().mesh = mesh;
Material material =
new
Material (Shader.Find (
"Transparent/Diffuse"
));
Color color = Color.red;
color.a = 0.2f;
material.SetColor (
"_Color"
, color);
MeshRenderer renderer = go.GetComponent<MeshRenderer> ();
renderer.sharedMaterial = material;
return
go;
}
|