参考链接:
Unity3D之Mesh(一)绘制三角形 - 乐学习 - 博客园 https://www.cnblogs.com/JLZT1223/p/6080164.html
Unity3D之Mesh(七)绘制长方体 - 乐学习 - 博客园 https://www.cnblogs.com/JLZT1223/p/6089996.html
实现效果如图所示:(其实这就是一个gameobject展示出来的效果,如果想完成两万个小立方体的效果,可以拼接这个K02 )
unity中新建一个空物体,加上组件MeshRenderer和MeshFilter
新建一个材质球createMesh拖入meshrenderer中
代码如下所示:
using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] public class CreateMesh : MonoBehaviour { public float Length = 1; //长方体的长 public float Width = 1; //长方体的宽 public float Heigth = 1; //长方体的高 private MeshFilter meshFilter; List<Vector3> lstVertices = new List<Vector3>(); List<int> lstIndices = new List<int>(); List<Vector3> lstNormals = new List<Vector3>(); void Start() { meshFilter = GetComponent<MeshFilter>(); //旧版本,一个立方体 //meshFilter.mesh = OnCreateMesh(Length, Width, Heigth); ////一个正方体不包含法线 //meshFilter.mesh = OnCreateMeshSmipleNONormal(Length, Width, Heigth); //最完整的方法,10*10*10个立方体mesh新方法包含法线 OnCreateNewMeshNormal(); } //最完整的方法,10*10*10个立方体mesh新方法包含法线 private void OnCreateNewMeshNormal() { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { for (int k = 0; k < 10; k++) { OnCreateTriangles(Length, Width, Heigth, new Vector3(i * 2, j * 2, k * 2)); } } } //负载属性与mesh Mesh mesh = new Mesh(); mesh.vertices = lstVertices.ToArray(); mesh.triangles = lstIndices.ToArray(); mesh.normals = lstNormals.ToArray(); meshFilter.mesh = mesh; } void OnCreateTriangles(float length, float width, float heigth, Vector3 trans) { Vector3[] vertices = new Vector3[4 * 6]; //顶点数(每个面4个点,六个面) Vector3[] normals = new Vector3[4 * 6]; //法线 (每个面4个点,六个面) vertices[0] = new Vector3(0, 0, 0); //前面的左下角的点 normals[0] = new Vector3(0, 0, -1); vertices[1] = new Vector3(0, heigth, 0); //前面的左上角的点 normals[1] = new Vector3(0, 0, -1); ; vertices[2] = new Vector3(length, 0, 0); //前面的右下角的点 normals[2] = new Vector3(0, 0, -1); ; vertices[3] = new Vector3(length, heigth, 0); //前面的右上角的点 normals[3] = new Vector3(0, 0, -1); ; vertices[4] = new Vector3(length, 0, width); //后面的右下角的点 normals[4] = new Vector3(0, 0, 1); vertices[5] = new Vector3(length, heigth, width); //后面的右上角的点 normals[5] = new Vector3(0, 0, 1); vertices[6] = new Vector3(0, 0, width); //后面的左下角的点 normals[6] = new Vector3(0, 0, 1); vertices[7] = new Vector3(0, heigth, width); //后面的左上角的点 normals[7] = new Vector3(0, 0, 1); vertices[8] = vertices[6]; //左 normals[8] = new Vector3(-1, 0, 0); vertices[9] = vertices[7]; normals[9] = new Vector3(-1, 0, 0); vertices[10] = vertices[0]; normals[10] = new Vector3(-1, 0, 0); vertices[11] = vertices[1]; normals[11] = new Vector3(-1, 0, 0); vertices[12] = vertices[2]; //右 normals[12] = new Vector3(1, 0, 0); vertices[13] = vertices[3]; normals[13] = new Vector3(1, 0, 0); vertices[14] = vertices[4]; normals[14] = new Vector3(1, 0, 0); vertices[15] = vertices[5]; normals[15] = new Vector3(1, 0, 0); vertices[16] = vertices[1]; //上 normals[16] = new Vector3(0, 1, 0); vertices[17] = vertices[7]; normals[17] = new Vector3(0, 1, 0); vertices[18] = vertices[3]; normals[18] = new Vector3(0, 1, 0); vertices[19] = vertices[5]; normals[19] = new Vector3(0, 1, 0); vertices[20] = vertices[2]; //下 normals[20] = new Vector3(0, -1, 0); vertices[21] = vertices[4]; normals[21] = new Vector3(0, -1, 0); vertices[22] = vertices[0]; normals[22] = new Vector3(0, -1, 0); vertices[23] = vertices[6]; normals[23] = new Vector3(0, -1, 0); int nStartIndex = lstVertices.Count; for(int i = 0; i < vertices.Length; i++) { lstVertices.Add(vertices[i] + trans); } lstNormals.AddRange(normals); //triangles(索引三角形、必须): int triangles_cout = 6 * 2 * 3; //索引三角形的索引点个数 int[] triangles = new int[triangles_cout]; //索引三角形数组 for (int i = 0, vi = 0; i < triangles_cout; i += 6, vi += 4) { triangles[i] = vi; triangles[i + 1] = vi + 1; triangles[i + 2] = vi + 2; triangles[i + 3] = vi + 3; triangles[i + 4] = vi + 2; triangles[i + 5] = vi + 1; } //int[] triangles2 = new int[6 * 2 * 3] {1,0,2, 3,1,2, // 3,2,4, 4,5,3, // 6,7,4, 7,5,4, // 7,6,1, 6,0,1, // 7,1,3, 3,5,7, // 0,6,2, 6,4,2}; //索引三角形数组 for (int i = 0; i < triangles.Length; i++) { lstIndices.Add(triangles[i] + nStartIndex); } } //没有法线,一个立方体,没有重复的点 Mesh OnCreateMeshSmipleNONormal(float length, float width, float heigth) { //vertices(顶点、必须): int vertices_count = 4 * 6; //顶点数(每个面4个点,六个面) Vector3[] vertices = new Vector3[vertices_count]; vertices[0] = new Vector3(0, 0, 0); //前面的左下角的点 vertices[1] = new Vector3(0, heigth, 0); //前面的左上角的点 vertices[2] = new Vector3(length, 0, 0); //前面的右下角的点 vertices[3] = new Vector3(length, heigth, 0); //前面的右上角的点 vertices[4] = new Vector3(length, 0, width); //后面的右下角的点 vertices[5] = new Vector3(length, heigth, width); //后面的右上角的点 vertices[6] = new Vector3(0, 0, width); //后面的左下角的点 vertices[7] = new Vector3(0, heigth, width); //后面的左上角的点 int[] triangles2 = new int[6 * 2 * 3] {1,0,2, 3,1,2, 3,2,4, 4,5,3, 6,7,4, 7,5,4, 7,6,1, 6,0,1, 7,1,3, 3,5,7, 0,6,2, 6,4,2}; //索引三角形数组 //uv: //......... //负载属性与mesh Mesh mesh = new Mesh(); mesh.vertices = vertices; mesh.triangles = triangles2; return mesh; } //最原始,重复点,无法线 Mesh OnCreateMesh(float length, float width, float heigth) { //vertices(顶点、必须): int vertices_count = 4 * 6; //顶点数(每个面4个点,六个面) Vector3[] vertices = new Vector3[vertices_count]; vertices[0] = new Vector3(0, 0, 0); //前面的左下角的点 vertices[1] = new Vector3(0, heigth, 0); //前面的左上角的点 vertices[2] = new Vector3(length, 0, 0); //前面的右下角的点 vertices[3] = new Vector3(length, heigth, 0); //前面的右上角的点 vertices[4] = new Vector3(length, 0, width); //后面的右下角的点 vertices[5] = new Vector3(length, heigth, width); //后面的右上角的点 vertices[6] = new Vector3(0, 0, width); //后面的左下角的点 vertices[7] = new Vector3(0, heigth, width); //后面的左上角的点 vertices[8] = vertices[6]; //左 vertices[9] = vertices[7]; vertices[10] = vertices[0]; vertices[11] = vertices[1]; vertices[12] = vertices[2]; //右 vertices[13] = vertices[3]; vertices[14] = vertices[4]; vertices[15] = vertices[5]; vertices[16] = vertices[1]; //上 vertices[17] = vertices[7]; vertices[18] = vertices[3]; vertices[19] = vertices[5]; vertices[20] = vertices[2]; //下 vertices[21] = vertices[4]; vertices[22] = vertices[0]; vertices[23] = vertices[6]; //triangles(索引三角形、必须): int 分割三角形数 = 6 * 2; int triangles_cout = 分割三角形数 * 3; //索引三角形的索引点个数 int[] triangles = new int[triangles_cout]; //索引三角形数组 for (int i = 0, vi = 0; i < triangles_cout; i += 6, vi += 4) { triangles[i] = vi; triangles[i + 1] = vi + 1; triangles[i + 2] = vi + 2; triangles[i + 3] = vi + 3; triangles[i + 4] = vi + 2; triangles[i + 5] = vi + 1; } //uv: //......... //负载属性与mesh Mesh mesh = new Mesh(); mesh.vertices = vertices; mesh.triangles = triangles; return mesh; } }