UNITY3D繪製可調整行列數的(de)網格
2019/6/12 點擊:
直接上代碼@@
//PlaneBuilder.csusing System.Collections; using System.Collections.Generic; using UnityEngine;#region Editor#if UNITY_EDITORusing 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("更新網格(gé)")) { builder.UpdateMesh(); } } }#endif#endregion Editor[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class PlaneBuilder : MonoBehaviour { [SerializeField] private MeshFilter _meshFilter; [SerializeField] private MeshRenderer _meshRenderer; ////// 單元格大小(xiǎo) ///[SerializeField] private Vector2 _cellSize = new Vector2(1, 1); ////// 網(wǎng)格大小(xiǎo) ///[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(); //計(jì)算Plane大小 Vector2 size; size.x = _cellSize.x * _gridSize.x; size.y = _cellSize.y * _gridSize.y; //計算Plane一半大小 Vector2 halfSize = size / 2; //計算(suàn)頂點及UV Listvertices = new List(); Listuvs = 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;//計算(suàn)頂點Y軸 uv.y = y * _cellSize.y / size.y;//計算頂點紋理坐(zuò)標V for (int x = 0; x < _gridSize.x + 1; x++) { vertice.x = x * _cellSize.x - halfSize.x;//計算頂點X軸 uv.x = x * _cellSize.x / size.x;//計算頂點(diǎn)紋(wén)理坐標U vertices.Add(vertice);//添加到頂點數組 uvs.Add(uv);//添(tiān)加到紋理坐標數組 } } //頂點序(xù)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];//頂點序(xù)列 for (int y = 0; y < _gridSize.y; y++) { for (int x = 0; x < _gridSize.x; x++) { //四邊形四個頂點 a = y * (_gridSize.x + 1) + x;//0 b = (y + 1) * (_gridSize.x + 1) + x;//1 c = b + 1;//2 d = a + 1;//3 //計算在數(shù)組中的(de)起點(diǎn)序號 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);//設置頂點 mesh.SetUVs(0, uvs);//設置(zhì)UV mesh.SetIndices(indexs, MeshTopology.Triangles, 0);//設置頂點序(xù)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 }
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