unity使用已知的顶点信息和顶点索引绘制模型的代码怎么写
时间: 2024-03-05 19:48:26 浏览: 62
使用Unity绘制模型的代码通常是在Mesh类中实现的。具体实现方法如下:
首先,定义顶点数组和顶点索引数组:
```
Vector3[] vertices = new Vector3[]{
new Vector3(0, 0, 0),
new Vector3(0, 1, 0),
new Vector3(1, 1, 0),
new Vector3(1, 0, 0)
};
int[] indices = new int[]{
0, 1, 2,
0, 2, 3
};
```
其中,vertices数组存储了四个三维坐标,代表了一个矩形的四个顶点,indices数组存储了矩形的六个三角形的顶点索引。
接下来,创建一个Mesh对象,并将顶点数组和顶点索引数组赋值给它:
```
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = indices;
```
最后,将Mesh对象赋值给一个MeshFilter组件和一个MeshRenderer组件,就可以将矩形渲染出来了:
```
MeshFilter meshFilter = gameObject.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
```
完整的代码如下:
```
Vector3[] vertices = new Vector3[]{
new Vector3(0, 0, 0),
new Vector3(0, 1, 0),
new Vector3(1, 1, 0),
new Vector3(1, 0, 0)
};
int[] indices = new int[]{
0, 1, 2,
0, 2, 3
};
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = indices;
MeshFilter meshFilter = gameObject.AddComponent<MeshFilter>();
meshFilter.mesh = mesh;
MeshRenderer meshRenderer = gameObject.AddComponent<MeshRenderer>();
```
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