【发布时间】:2015-05-26 02:48:18
【问题描述】:
我想在场景中绘制一个立方体。我在 unity3d 上创建了一个项目。它有主摄像头和定向灯。我使用统一 gui 添加了一个空的游戏对象。我创建了一个.cs 文件并附加到游戏对象。 C# 文件的内容是:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
/**
* Simple example of creating a procedural 6 sided cube
*/
[RequireComponent (typeof (MeshFilter))]
[RequireComponent (typeof (MeshRenderer))]
public class test : MonoBehaviour {
void Start () {
MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
Mesh mesh = new Mesh ();
meshFilter.mesh = mesh;
mesh.vertices = new Vector3[]{
// face 1 (xy plane, z=0)
new Vector3(0,0,0),
new Vector3(1,0,0),
new Vector3(1,1,0),
new Vector3(0,1,0),
// face 2 (zy plane, x=1)
new Vector3(1,0,0),
new Vector3(1,0,1),
new Vector3(1,1,1),
new Vector3(1,1,0),
// face 3 (xy plane, z=1)
new Vector3(1,0,1),
new Vector3(0,0,1),
new Vector3(0,1,1),
new Vector3(1,1,1),
// face 4 (zy plane, x=0)
new Vector3(0,0,1),
new Vector3(0,0,0),
new Vector3(0,1,0),
new Vector3(0,1,1),
// face 5 (zx plane, y=1)
new Vector3(0,1,0),
new Vector3(1,1,0),
new Vector3(1,1,1),
new Vector3(0,1,1),
// face 6 (zx plane, y=0)
new Vector3(0,0,0),
new Vector3(0,0,1),
new Vector3(1,0,1),
new Vector3(1,0,0),
};
int faces = 6; // here a face = 2 triangles
List<int> triangles = new List<int>();
List<Vector2> uvs = new List<Vector2>();
for (int i = 0; i < faces; i++) {
int triangleOffset = i*4;
triangles.Add(0+triangleOffset);
triangles.Add(2+triangleOffset);
triangles.Add(1+triangleOffset);
triangles.Add(0+triangleOffset);
triangles.Add(3+triangleOffset);
triangles.Add(2+triangleOffset);
// same uvs for all faces
uvs.Add(new Vector2(0,0));
uvs.Add(new Vector2(1,0));
uvs.Add(new Vector2(1,1));
uvs.Add(new Vector2(0,1));
}
mesh.triangles = triangles.ToArray();
mesh.uv = uvs.ToArray();
GetComponent<Renderer>().material = new Material(Shader.Find("Diffuse"));
mesh.RecalculateNormals();
mesh.RecalculateBounds ();
mesh.Optimize();
}
}
此代码有效。现在,我想使用SetPixel 函数在这个立方体周围绘制具有透视效果的圆圈。我怎样才能完成这项工作?我想创建如下视图
【问题讨论】: