Unity中 mesh生成斜坡

  1 /*
  2 /// 功能: 
  3 /// 时间:
  4 /// 版本:
  5 */
  6 
  7 using System.Collections;
  8 using System.Collections.Generic;
  9 using UnityEngine;
 10 
 11 public class MeshCreater : MonoBehaviour
 12 {
 13 
 14     public Vector3 eulerAngles;
 15 
 16     [Header("斜坡尺寸")]
 17     public float sizeX;
 18     public float sizeY;
 19     public float sizeZ;
 20 
 21     [Header("斜坡后面的立方体尺寸")]
 22     public float planeSize;
 23     public float m_angle;
 24     public Material material;
 25 
 26     Vector3[] vertices = new Vector3[54];
 27     Vector2[] uvs = new Vector2[54];
 28     List<int> allTris = new List<int>();
 29 
 30     Vector3[] allPoint;
 31 
 32     GameObject gameObject;
 33 
 34 
 35     private void Update()
 36     {
 37         if (Input.GetKeyDown(KeyCode.Space))
 38         {
 39             DrawMesh(m_angle);
 40         }
 41     }
 42 
 43     public void DrawMesh(float angle)
 44     {
 45         if (gameObject != null)
 46         {
 47             Destroy(gameObject);
 48         }
 49         sizeX = sizeY * Mathf.Tan(angle * Mathf.PI / 180);
 50 
 51         gameObject = new GameObject("Cube");
 52         gameObject.transform.eulerAngles = eulerAngles;
 53 
 54         var mf = gameObject.AddComponent<MeshFilter>();
 55         var mr = gameObject.AddComponent<MeshRenderer>();
 56 
 57         allPoint = new[]
 58         {
 59             //斜坡
 60              new Vector3(0, 0, 0),
 61              new Vector3(0, 0, sizeZ),
 62              new Vector3(sizeX, 0, sizeZ),
 63              new Vector3(sizeX, 0, 0),
 64              new Vector3(0, sizeY, 0),
 65              new Vector3(0, sizeY, sizeZ),
 66 
 67              //斜坡后的立方体
 68              new Vector3(0,-planeSize,0),
 69              new Vector3(sizeX,-planeSize,0),
 70              new Vector3(sizeX,-planeSize,sizeZ),
 71              new Vector3(0,-planeSize,sizeZ),
 72         };
 73 
 74         //斜坡
 75         vertices[0] = allPoint[0];  //正面
 76         vertices[1] = allPoint[4];
 77         vertices[2] = allPoint[3];
 78 
 79 
 80         vertices[3] = allPoint[0]; //底面1
 81         vertices[4] = allPoint[3];
 82         vertices[5] = allPoint[2];
 83 
 84         vertices[6] = allPoint[0];//底面1
 85         vertices[7] = allPoint[2];
 86         vertices[8] = allPoint[1];
 87 
 88         vertices[9] = allPoint[1];  //背面1
 89         vertices[10] = allPoint[4];
 90         vertices[11] = allPoint[0];
 91 
 92         vertices[12] = allPoint[4];//背面2
 93         vertices[13] = allPoint[1];
 94         vertices[14] = allPoint[5];
 95 
 96         vertices[15] = allPoint[5]; //反面
 97         vertices[16] = allPoint[1];
 98         vertices[17] = allPoint[2];
 99 
100         vertices[18] = allPoint[2]; //斜坡1
101         vertices[19] = allPoint[3];
102         vertices[20] = allPoint[4];
103 
104         vertices[21] = allPoint[2]; //斜坡1
105         vertices[22] = allPoint[4];
106         vertices[23] = allPoint[5];
107 
108 
109         //斜坡后的立方体
110         vertices[24] = allPoint[6];
111         vertices[25] = allPoint[0];
112         vertices[26] = allPoint[3];
113 
114         vertices[27] = allPoint[6];
115         vertices[28] = allPoint[3];
116         vertices[29] = allPoint[7];
117 
118         vertices[30] = allPoint[6];
119         vertices[31] = allPoint[9];
120         vertices[32] = allPoint[0];
121 
122         vertices[33] = allPoint[0];
123         vertices[34] = allPoint[9];
124         vertices[35] = allPoint[1];
125 
126         vertices[36] = allPoint[7];
127         vertices[37] = allPoint[3];
128         vertices[38] = allPoint[8];
129 
130         vertices[39] = allPoint[8];
131         vertices[40] = allPoint[3];
132         vertices[41] = allPoint[2];
133 
134         vertices[42] = allPoint[7];
135         vertices[43] = allPoint[8];
136         vertices[44] = allPoint[9];
137 
138         vertices[45] = allPoint[7];
139         vertices[46] = allPoint[9];
140         vertices[47] = allPoint[6];
141 
142         vertices[48] = allPoint[1];
143         vertices[49] = allPoint[9];
144         vertices[50] = allPoint[8];
145 
146         vertices[51] = allPoint[1];
147         vertices[52] = allPoint[8];
148         vertices[53] = allPoint[2];
149 
150 
151         for (int i = 0; i < vertices.Length; i++)
152         {
153             allTris.Add(i);
154         }
155 
156         uvs[0] = new Vector2(0, 0);
157         uvs[1] = new Vector2(0, 1);
158         uvs[2] = new Vector2(1, 0);
159 
160         uvs[3] = new Vector2(0, 0);
161         uvs[4] = new Vector2(1, 0);
162         uvs[5] = new Vector2(1, 1);
163 
164         uvs[6] = new Vector2(0f, 0f);
165         uvs[7] = new Vector2(1f, 1f);
166         uvs[8] = new Vector2(0f, 1f);
167 
168         uvs[9] = new Vector2(0, 1);
169         uvs[10] = new Vector2(1, 0);
170         uvs[11] = new Vector2(0, 0);
171 
172         uvs[12] = new Vector2(1, 0);
173         uvs[13] = new Vector2(0, 1);
174         uvs[14] = new Vector2(1, 1);
175 
176         uvs[15] = new Vector2(0f, 1f);
177         uvs[16] = new Vector2(0, 0);
178         uvs[17] = new Vector2(1, 0);
179 
180         uvs[18] = new Vector2(1f, 1f);
181         uvs[19] = new Vector2(1f, 0f);
182         uvs[20] = new Vector2(0f, 0f);
183 
184         uvs[21] = new Vector2(1, 1);
185         uvs[22] = new Vector2(0, 0);
186         uvs[23] = new Vector2(0, 1);
187 
188 
189         uvs[24] = new Vector2(1, 1);
190         uvs[25] = new Vector2(0, 0);
191         uvs[26] = new Vector2(0, 1);
192 
193         uvs[27] = new Vector2(1, 1);
194         uvs[28] = new Vector2(0, 0);
195         uvs[29] = new Vector2(0, 1);
196 
197         uvs[30] = new Vector2(1, 1);
198         uvs[31] = new Vector2(0, 0);
199         uvs[32] = new Vector2(0, 1);
200 
201         uvs[33] = new Vector2(1, 1);
202         uvs[34] = new Vector2(0, 0);
203         uvs[35] = new Vector2(0, 1);
204 
205         uvs[36] = new Vector2(1, 1);
206         uvs[37] = new Vector2(0, 0);
207         uvs[38] = new Vector2(0, 1);
208 
209         uvs[39] = new Vector2(1, 1);
210         uvs[40] = new Vector2(0, 0);
211         uvs[41] = new Vector2(0, 1);
212 
213         uvs[42] = new Vector2(1, 1);
214         uvs[43] = new Vector2(0, 0);
215         uvs[44] = new Vector2(0, 1);
216 
217         uvs[45] = new Vector2(1, 1);
218         uvs[46] = new Vector2(0, 0);
219         uvs[47] = new Vector2(0, 1);
220 
221         uvs[48] = new Vector2(1, 1);
222         uvs[49] = new Vector2(0, 0);
223         uvs[50] = new Vector2(0, 1);
224 
225         uvs[51] = new Vector2(1, 1);
226         uvs[52] = new Vector2(0, 0);
227         uvs[53] = new Vector2(0, 1);
228 
229         Mesh mesh = new Mesh();
230         mesh.vertices = vertices;
231         mesh.uv = uvs;
232         mesh.triangles = allTris.ToArray();
233         mr.material = material;
234         mesh.RecalculateTangents();
235         mesh.RecalculateNormals();
236         mesh.RecalculateBounds();
237         mf.mesh = mesh;
238     }
239 
240     private void OnDrawGizmos()
241     {
242         if (allPoint != null)
243         {
244             for (int i = 0; i < allPoint.Length; i++)
245             {
246                 Gizmos.color = Color.yellow;
247                 Gizmos.DrawSphere(allPoint[i], 0.1f);
248             }
249         }
250     }
251 }

Unity中 mesh生成斜坡

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