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A class that allows creating or modifying meshes from scripts.
Meshes contain vertices and multiple triangle arrays. See the Procedural example project for examples of using the mesh interface.
The triangle arrays are simply indices into the vertex arrays; three indices for each triangle.
For every vertex there can be a normal, two texture coordinates, color and tangent. These are optional though and can be removed at will. All vertex information is stored in separate arrays of the same size, so if your mesh has 10 vertices, you would also have 10-size arrays for normals and other attributes.
There are probably 3 things you might want to use the modifyable mesh interface for:
1. Building a mesh from scratch: should always be done in the following order: 1) assign vertices 2) assign triangles
var newVertices : Vector3[];
var newUV : Vector2[];
var newTriangles : int[];
function Start () {
var mesh : Mesh = new Mesh ();
GetComponent(MeshFilter).mesh = mesh;
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Vector3[] newVertices;
public Vector2[] newUV;
public int[] newTriangles;
void Start() {
Mesh mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public newVertices as (Vector3)
public newUV as (Vector2)
public newTriangles as (int)
def Start():
mesh as Mesh = Mesh()
GetComponent[of MeshFilter]().mesh = mesh
mesh.vertices = newVertices
mesh.uv = newUV
mesh.triangles = newTriangles
2. Modifying vertex attributes every frame: 1) get vertices, 2) modify them, 3) assign them back to the mesh.
function Update () {
var mesh : Mesh = GetComponent(MeshFilter).mesh;
var vertices : Vector3[] = mesh.vertices;
var normals : Vector3[] = mesh.normals;
for (var i = 0; i < vertices.Length; i++)
vertices[i] += normals[i] * Mathf.Sin(Time.time);
mesh.vertices = vertices;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector3[] normals = mesh.normals;
int i = 0;
while (i < vertices.Length) {
vertices[i] += normals[i] * Mathf.Sin(Time.time);
i++;
}
mesh.vertices = vertices;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Update():
mesh as Mesh = GetComponent[of MeshFilter]().mesh
vertices as (Vector3) = mesh.vertices
normals as (Vector3) = mesh.normals
i as int = 0
while i < vertices.Length:
vertices[i] += (normals[i] * Mathf.Sin(Time.time))
i++
mesh.vertices = vertices
3. Continously changing the mesh triangles and vertices: 1) call Clear to start fresh, 2) assign vertices and other attributes, 3) assign triangle indices.
It is important to call Clear before assigning new vertices or triangles. Unity always checks the supplied triangle indices whether they don't reference out of bounds vertices. Calling Clear then assigning vertices then triangles makes sure you never have out of bounds data.
var newVertices : Vector3[];
var newUV : Vector2[];
var newTriangles : int[];
function Update () {
var mesh : Mesh = GetComponent(MeshFilter).mesh;
mesh.Clear();
// Do some calculations...
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Vector3[] newVertices;
public Vector2[] newUV;
public int[] newTriangles;
void Update() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public newVertices as (Vector3)
public newUV as (Vector2)
public newTriangles as (int)
def Update():
mesh as Mesh = GetComponent[of MeshFilter]().mesh
mesh.Clear()
mesh.vertices = newVertices
mesh.uv = newUV
mesh.triangles = newTriangles
vertices |
Returns a copy of the vertex positions or assigns a new vertex positions array. |
normals |
The normals of the mesh. |
tangents |
The tangents of the mesh. |
uv |
The base texture coordinates of the mesh. |
uv2 |
The second texture coordinate set of the mesh, if present. |
bounds |
The bounding volume of the mesh. |
colors |
Returns the vertex colors of the mesh. |
triangles |
An array containing all triangles in the mesh. |
vertexCount |
Returns the number of vertices in the mesh (Read Only). |
subMeshCount |
The number of submeshes. Every material has a separate triangle list. |
boneWeights |
The bone weights of each vertex |
bindposes |
The bind poses. The bind pose at each index refers to the bone with the same index. |
Mesh |
Creates an empty mesh |
Clear |
Clears all vertex data and all triangle indices. |
RecalculateBounds |
Recalculate the bounding volume of the mesh from the vertices. |
RecalculateNormals |
Recalculates the normals of the mesh from the triangles and vertices. |
Optimize |
Optimizes the mesh for display. |
GetTriangles |
Returns the triangle list for the submesh. |
SetTriangles |
Sets the triangle list for the submesh |
CombineMeshes |
Combines several meshes into this mesh. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |