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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