Unity3D中怎么动态生成平面网格-创新互联
这篇文章给大家介绍Unity3D中怎么动态生成平面网格,内容非常详细,感兴趣的小伙伴们可以参考借鉴,希望对大家能有所帮助。
青龙ssl适用于网站、小程序/APP、API接口等需要进行数据传输应用场景,ssl证书未来市场广阔!成为成都创新互联公司的ssl证书销售渠道,可以享受市场价格4-6折优惠!如果有意向欢迎电话联系或者加微信:18980820575(备注:SSL证书合作)期待与您的合作!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; ////// 单元格大小 /// [SerializeField] private Vector2 _cellSize = new Vector2(1, 1); ////// 网格大小 /// [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(); _meshRenderer = GetComponent (); 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 vertices = new List (); List uvs = new List (); 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 (); } if (null == _meshRenderer) { _meshRenderer = GetComponent (); if (null == _meshRenderer.sharedMaterial) { _meshRenderer.sharedMaterial = new Material(Shader.Find("Standard")); } } } #endif }
关于Unity3D中怎么动态生成平面网格就分享到这里了,希望以上内容可以对大家有一定的帮助,可以学到更多知识。如果觉得文章不错,可以把它分享出去让更多的人看到。
另外有需要云服务器可以了解下创新互联scvps.cn,海内外云服务器15元起步,三天无理由+7*72小时售后在线,公司持有idc许可证,提供“云服务器、裸金属服务器、高防服务器、香港服务器、美国服务器、虚拟主机、免备案服务器”等云主机租用服务以及企业上云的综合解决方案,具有“安全稳定、简单易用、服务可用性高、性价比高”等特点与优势,专为企业上云打造定制,能够满足用户丰富、多元化的应用场景需求。
网页名称:Unity3D中怎么动态生成平面网格-创新互联
分享链接:http://pwwzsj.com/article/dohhhp.html