一、直接開始上步驟
首先繪製一個三角形
創建一個材質,以便後續使用:
1)材質使用的貼圖
2)上代碼
1 using UnityEngine; 2 using System.Collections; 3 4 /* ============================================================================== 5 * 功能描述:創建三角形Mesh 6 * ==============================================================================*/ 7 [RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))] 8 public class NewBehaviourScript1 : MonoBehaviour 9 { 10 public float sideLength = 2; 11 public float angleDegree = 100; 12 private static readonly int ANGLE_DEGREE_PRECISION = 1000; 13 private static readonly int SIDE_LENGTH_PRECISION = 1000; 14 15 private MeshFilter meshFilter; 16 17 private TriangleMeshCreator creator = new TriangleMeshCreator(); 18 19 [ExecuteInEditMode] 20 private void Awake() 21 { 22 23 meshFilter = GetComponent<MeshFilter>(); 24 } 25 26 private void Update() 27 { 28 meshFilter.mesh = creator.CreateMesh(sideLength, angleDegree); 29 } 30 void OnDrawGizmos() 31 { 32 Gizmos.color = Color.gray; 33 DrawMesh(); 34 } 35 36 void OnDrawGizmosSelected() 37 { 38 Gizmos.color = Color.green; 39 DrawMesh(); 40 } 41 42 private void DrawMesh() 43 { 44 Mesh mesh = creator.CreateMesh(sideLength, angleDegree); 45 int[] tris = mesh.triangles; 46 Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[0]]), transformToWorld(mesh.vertices[tris[1]])); 47 Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[0]]), transformToWorld(mesh.vertices[tris[2]])); 48 Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[1]]), transformToWorld(mesh.vertices[tris[2]])); 49 } 50 51 private Vector3 transformToWorld(Vector3 src) 52 { 53 return transform.TransformPoint(src); 54 } 55 56 private class TriangleMeshCreator 57 { 58 private float _sideLength; 59 private float _angleDegree; 60 61 private Mesh _cacheMesh; 62 public Mesh CreateMesh(float sideLength, float angleDegree) 63 { 64 if (checkDiff(sideLength, angleDegree)) 65 { 66 Mesh newMesh = Create(sideLength, angleDegree); 67 if (newMesh != null) 68 { 69 _cacheMesh = newMesh; 70 this._sideLength = sideLength; 71 this._angleDegree = angleDegree; 72 } 73 } 74 return _cacheMesh; 75 } 76 77 private Mesh Create(float sideLength, float angleDegree) 78 { 79 Mesh mesh = new Mesh(); 80 Vector3[] vertices = new Vector3[3]; 81 82 float angle = Mathf.Deg2Rad * angleDegree; 83 float halfAngle = angle / 2; 84 vertices[0] = Vector3.zero; 85 float cosA = Mathf.Cos(halfAngle); 86 float sinA = Mathf.Sin(halfAngle); 87 vertices[1] = new Vector3(cosA * sideLength, 0, sinA * sideLength); 88 vertices[2] = new Vector3(cosA * sideLength, 0, -sinA * sideLength); 89 90 int[] triangles = new int[3]; 91 triangles[0] = 0; 92 triangles[1] = 1; 93 triangles[2] = 2; 94 95 mesh.vertices = vertices; 96 mesh.triangles = triangles; 97 98 //Vector2[] uvs = new Vector2[vertices.Length]; 99 //for (int i = 0; i < uvs.Length; i++) 100 //{ 101 // uvs[i] = Vector2.zero; 102 //} 103 Vector2[] uvs = new Vector2[vertices.Length]; 104 uvs[0] = new Vector2(0, 0.5f); 105 uvs[1] = Vector2.one; 106 uvs[2] = Vector2.right; 107 mesh.uv = uvs; 108 mesh.uv = uvs; 109 110 return mesh; 111 } 112 113 private bool checkDiff(float sideLength, float angleDegree) 114 { 115 return (int)((sideLength - this._sideLength) * SIDE_LENGTH_PRECISION) != 0 || 116 (int)((angleDegree - this._angleDegree) * ANGLE_DEGREE_PRECISION) != 0; 117 } 118 } 119 120 121 }
注意: 只能在運行的時候才看得到這個三角形,編輯器里看不到怎么辦?
簡單來講就是在編輯器模式下,繪制輔助線框。以下三個方法是為了在編輯模式下看到三角形;
關於OnDrawGizmos和OnDrawGizmosSelected可以參考這個鏈接http://www.ceeger.com/Script/Gizmos/Gizmos.html
void OnDrawGizmos() { Gizmos.color = Color.gray; DrawMesh(); } void OnDrawGizmosSelected() { Gizmos.color = Color.green; DrawMesh(); } private void DrawMesh() { Mesh mesh = creator.CreateMesh(sideLength, angleDegree); int[] tris = mesh.triangles; Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[0]]), transformToWorld(mesh.vertices[tris[1]])); Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[0]]), transformToWorld(mesh.vertices[tris[2]])); Gizmos.DrawLine(transformToWorld(mesh.vertices[tris[1]]), transformToWorld(mesh.vertices[tris[2]])); }
3)把Mesh Renderer這個組件上的Material設為我們新建的材質。
效果:
分情況實驗:
1、
uvs[1] = new Vector2(0, 0.5f); uvs[0] = Vector2.one; uvs[2] = Vector2.right;
2、
uvs[0] = new Vector2(0, 0.5f); uvs[1] = Vector2.one; uvs[2] = Vector2.right;
3、
uvs[1] = new Vector2(0, 0.5f); uvs[2] = Vector2.one; uvs[0] = Vector2.right;
通過上面的例子,我們知道:
第二種情況下:
三處的三角形頂點對應的uv坐標是(0,0.5f),(1,1)和(1,0)。
這樣我們就可以知道,uv坐標系是從0到1,從左到右,自下而上增加的坐標系。即:
賦值順序變化,會顯示出不同的效果。
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