Unity3D動(dòng)態(tài)生成平面網(wǎng)格
在編寫幾何著色器的時(shí)候發(fā)現(xiàn)默認(rèn)的Plane無法滿足需求,并且頂點(diǎn)順序未知,于是便寫了一個(gè)網(wǎng)格生成代碼,便于生成指定大小的Plane,且頂點(diǎn)順序可控。
效果如下:
一個(gè)單元格由4個(gè)頂點(diǎn),兩個(gè)三角面組成。
四個(gè)頂點(diǎn)如下圖
則生成面的頂點(diǎn)順序?yàn)椋?/p>
左上三角形:0 -> 1 -> 2
右下三角形:2 -> 3 -> 0
Unity中順時(shí)針繪制為正面,逆時(shí)針繪制為反面。
實(shí)現(xiàn)腳本如下:
//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("更新網(wǎng)格")) { builder.UpdateMesh(); } } } #endif #endregion Editor [RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class PlaneBuilder : MonoBehaviour { [SerializeField] private MeshFilter _meshFilter; [SerializeField] private MeshRenderer _meshRenderer; /// <summary> /// 單元格大小 /// </summary> [SerializeField] private Vector2 _cellSize = new Vector2(1, 1); /// <summary> /// 網(wǎng)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(); //計(jì)算Plane大小 Vector2 size; size.x = _cellSize.x * _gridSize.x; size.y = _cellSize.y * _gridSize.y; //計(jì)算Plane一半大小 Vector2 halfSize = size / 2; //計(jì)算頂點(diǎn)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;//計(jì)算頂點(diǎn)Y軸 uv.y = y * _cellSize.y / size.y;//計(jì)算頂點(diǎn)紋理坐標(biāo)V for (int x = 0; x < _gridSize.x + 1; x++) { vertice.x = x * _cellSize.x - halfSize.x;//計(jì)算頂點(diǎn)X軸 uv.x = x * _cellSize.x / size.x;//計(jì)算頂點(diǎn)紋理坐標(biāo)U vertices.Add(vertice);//添加到頂點(diǎn)數(shù)組 uvs.Add(uv);//添加到紋理坐標(biāo)數(shù)組 } } //頂點(diǎn)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];//頂點(diǎn)序列 for (int y = 0; y < _gridSize.y; y++) { for (int x = 0; x < _gridSize.x; x++) { //四邊形四個(gè)頂點(diǎn) a = y * (_gridSize.x + 1) + x;//0 b = (y + 1) * (_gridSize.x + 1) + x;//1 c = b + 1;//2 d = a + 1;//3 //計(jì)算在數(shù)組中的起點(diǎn)序號(hào) 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);//設(shè)置頂點(diǎn) mesh.SetUVs(0, uvs);//設(shè)置UV mesh.SetIndices(indexs, MeshTopology.Triangles, 0);//設(shè)置頂點(diǎn)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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