包含网格中所有三角形的数组。
The array is a list of triangles that contains indices into the vertex array. The size of the triangle array must always be a multiple of 3.
Vertices can be shared by simply indexing into the same vertex.
If the Mesh contains multiple sub-Meshes (Materials), the triangle list will contain all triangles of all submeshes.
When you assign a triangle array, the subMeshCount is set to 1. If you want to have multiple sub-Meshes, use subMeshCount
and 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};
}
}