概述
在编写几何着色器的时候发现默认的Plane无法满足需求,并且顶点顺序未知,于是便写了一个网格生成代码,便于生成指定大小的Plane,且顶点顺序可控。
效果如下:
一个单元格由4个顶点,两个三角面组成。
四个顶点如下图
则生成面的顶点顺序为:
左上三角形:0 -> 1 -> 2
右下三角形:2 -> 3 -> 0
Unity中顺时针绘制为正面,逆时针绘制为反面。
实现脚本如下:
//PlaneBuilder.cs using System.Collections; using System.Collections.Generic; using UnityEngine; #region Editor #if UNITY_EDITOR using UnityEditor; [CustomEditor(typeof(PlaneBuilder))] public class PlaneBuilderEditor : Editor { public override void OnInspectorGUI() { PlaneBuilder builder = (PlaneBuilder)target; EditorGUI.BeginChangeCheck(); base.OnInspectorGUI(); if (EditorGUI.EndChangeCheck()) { builder.UpdateMesh(); } if (GUILayout.Button("更新网格")) { builder.UpdateMesh(); } } } #endif #endregion Editor [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class PlaneBuilder : MonoBehaviour { [SerializeField] private MeshFilter _meshFilter; [SerializeField] private MeshRenderer _meshRenderer; /// <summary> /// 单元格大小 /// </summary> [SerializeField] private Vector2 _cellSize = new Vector2(1, 1); /// <summary> /// 网格大小 /// </summary> [SerializeField] private Vector2Int _gridSize = new Vector2Int(2, 2); public MeshRenderer MeshRenderer { get { return _meshRenderer; } } public MeshFilter MeshFilter { get { return _meshFilter; } } private void Awake() { _meshFilter = GetComponent<MeshFilter>(); _meshRenderer = GetComponent<MeshRenderer>(); UpdateMesh(); } public void UpdateMesh() { Mesh mesh = new Mesh(); //计算Plane大小 Vector2 size; size.x = _cellSize.x * _gridSize.x; size.y = _cellSize.y * _gridSize.y; //计算Plane一半大小 Vector2 halfSize = size / 2; //计算顶点及UV List<Vector3> vertices = new List<Vector3>(); List<Vector2> uvs = new List<Vector2>(); Vector3 vertice = Vector3.zero; Vector2 uv = Vector3.zero; for (int y = 0; y < _gridSize.y + 1; y++) { vertice.z = y * _cellSize.y - halfSize.y;//计算顶点Y轴 uv.y = y * _cellSize.y / size.y;//计算顶点纹理坐标V for (int x = 0; x < _gridSize.x + 1; x++) { vertice.x = x * _cellSize.x - halfSize.x;//计算顶点X轴 uv.x = x * _cellSize.x / size.x;//计算顶点纹理坐标U vertices.Add(vertice);//添加到顶点数组 uvs.Add(uv);//添加到纹理坐标数组 } } //顶点序列 int a = 0; int b = 0; int c = 0; int d = 0; int startIndex = 0; int[] indexs = new int[_gridSize.x * _gridSize.y * 2 * 3];//顶点序列 for (int y = 0; y < _gridSize.y; y++) { for (int x = 0; x < _gridSize.x; x++) { //四边形四个顶点 a = y * (_gridSize.x + 1) + x;//0 b = (y + 1) * (_gridSize.x + 1) + x;//1 c = b + 1;//2 d = a + 1;//3 //计算在数组中的起点序号 startIndex = y * _gridSize.x * 2 * 3 + x * 2 * 3; //左上三角形 indexs[startIndex] = a;//0 indexs[startIndex + 1] = b;//1 indexs[startIndex + 2] = c;//2 //右下三角形 indexs[startIndex + 3] = c;//2 indexs[startIndex + 4] = d;//3 indexs[startIndex + 5] = a;//0 } } // mesh.SetVertices(vertices);//设置顶点 mesh.SetUVs(0, uvs);//设置UV mesh.SetIndices(indexs, MeshTopology.Triangles, 0);//设置顶点序列 mesh.RecalculateNormals(); mesh.RecalculateBounds(); mesh.RecalculateTangents(); _meshFilter.mesh = mesh; } #if UNITY_EDITOR private void OnValidate() { if (null == _meshFilter) { _meshFilter = GetComponent<MeshFilter>(); } if (null == _meshRenderer) { _meshRenderer = GetComponent<MeshRenderer>(); if (null == _meshRenderer.sharedMaterial) { _meshRenderer.sharedMaterial = new Material(Shader.Find("Standard")); } } } #endif }
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