コード例 #1
0
        private Mesh CreateNorthMesh(UnitMeshModificationModel model)
        {
            var m = model;

            var mesh = new Mesh();

            var vertices = new List <Vector3>()
            {
                V(m.WidthEndPoint, m.meshOrigin.y, 0),
                V(m.meshOrigin.x, m.HeightEndPoint, 0),
                V(m.meshOrigin.x, m.meshOrigin.y, 0),
                V(m.WidthEndPoint, m.HeightEndPoint, 0)
            };



            mesh.SetVertices(vertices);

            var triangles = new List <int>()
            {
                0,                    // First triangle - count the
                2,
                1,
                0,                    // Second triangle
                1,
                3
            };

            mesh.SetTriangles(triangles, 0);

            var normals = new List <Vector3>()
            {
                Vector3.back,
                Vector3.back,
                Vector3.back,
                Vector3.back
            };

            mesh.SetNormals(normals);

            var uvs = MeshUtilities.GetPlaneUVs();

            mesh.SetUVs(0, uvs);

            mesh.RecalculateBounds();
            ;

            return(mesh);
        }
コード例 #2
0
        private Mesh CreateFloorMesh(UnitMeshModificationModel model)
        {
            var m = model;

            var mesh = new Mesh();

            var vertices = new List <Vector3>()
            {
                V(m.WidthEndPoint, 0, m.meshOrigin.z),
                V(m.meshOrigin.x, 0, m.DepthEndPoint),
                V(m.meshOrigin.x, 0, m.meshOrigin.z),
                V(m.WidthEndPoint, 0, m.DepthEndPoint)
            };

            mesh.SetVertices(vertices);

            var triangles = new List <int>()
            {
                // original 0 1 2 1 0 3

                2,                 // First triangle - count the
                1,
                0,
                3,                 // Second triangle
                0,
                1
            };

            mesh.SetTriangles(triangles, 0);

            var normals = new List <Vector3>()
            {
                Vector3.up,
                Vector3.up,
                Vector3.up,
                Vector3.up
            };

            mesh.SetNormals(normals);

            var uvs = MeshUtilities.GetPlaneUVs();

            mesh.SetUVs(0, uvs);

            mesh.RecalculateBounds();
            ;

            return(mesh);
        }