包含网格中所有三角形的数组。
该数组是三角形的列表,包含顶点数组的索引。三角形数组的大小必须始终是 3 的倍数。
通过直接索引到相同顶点可以共享顶点。
如果网格包含多个子网格(材质),则三角形列表会包含属于所有子网格的所有三角形。
使用此函数分配三角形数组时,subMeshCount 设置为 1。如果要具有多个子网格,请使用 subMeshCount 和 SetTriangles。
建议在分配顶点数组之后分配三角形数组,以便避免超出边界错误。
// Builds a Mesh containing a single triangle with uvs. // Create arrays of vertices, uvs and triangles, and copy them into the mesh.
using UnityEngine;
public class meshTriangles : MonoBehaviour { // Use this for initialization void Start() { gameObject.AddComponent<MeshFilter>(); gameObject.AddComponent<MeshRenderer>(); Mesh mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
// make changes to the Mesh by creating arrays which contain the new values mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)}; mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)}; mesh.triangles = new int[] {0, 1, 2}; } }
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