using UnityEngine;

using System.Collections;


public class MeshManager : MonoBehaviour 

{

private Vector3[] mVertices;

private int[] mIndex;

private Mesh mMesh;

private MeshFilter mMeshFilter;

private MeshCollider mMeshCollider;


void Awake () 

{

mMesh = new Mesh ();


mMeshFilter = (MeshFilter) gameObject.GetComponent("MeshFilter");

mMeshCollider = (MeshCollider)gameObject.GetComponent("MeshCollider");

mMeshFilter.mesh = mMesh;

mMeshCollider.sharedMesh = mMesh;


// make a triangle(v0, v1, v2)

mVertices = new Vector3[3];

mVertices [0] = new Vector3 (-.5f, -.5f, .0f);

mVertices [1] = new Vector3 ( .5f,  .5f, .0f);

mVertices [2] = new Vector3 ( .5f, -.5f, .0f);


// set the vertices.

mMesh.vertices = mVertices;

mIndex = new int[3];

mIndex [0] = 0;

mIndex [1] = 1;

mIndex [2] = 2;

mMesh.triangles = mIndex;

}


public void SetMesh()

{

mMeshFilter.mesh = mMesh;

mMeshCollider.sharedMesh = mMesh;

}

}

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