这篇教程中我们将利用顶点和三角面创建一个网格。
原英文篇
网格图如下
Unity自带的胶囊体,立方体和球体 着色vs线框
如何显示线框
再视图左上角选择Display Mode,前三个选项分别是Shaded(着色)、Wireframe(线框)和Shaded
Wireframe着色并带着线框
为什么是一个材质球数组?
一个网格渲染器可以有多个材质球,它通常被用来渲染多组三角面,也成为子网格。它通常在外界导入的模型中使用,本片文章不使用多个材质球。
如何创建自己的网格?
通过创建一个简单的矩形网格来了解一下。这个网格将包括方形瓷砖(单位长度的四边形)。创建一个新的C#脚本并加入水平和垂直尺寸。
using UnityEngine;
using System.Collections; //协程使用
//依赖组件(使用时当该脚本挂载到游戏对象身上会自动添加下面两个组件,作为该脚本的依赖项)
[RequireComponent(typeof(MeshFilter),typeof(MeshRenderer))]
public class Grid : MonoBehaviour {
///
/// 矩阵x,y位置
///
public int xSize, ySize;
}
这时我们创建一个空物体并挂在组件,它将自动同时添加MeshFilter和MeshRenderer组件。设置MeshRender的材质并确保MeshFilter的mesh属性为未定义。并设置网格尺寸为x = 10和 y = 5。
///
/// 网格顶点坐标
///
private Vector3[] vertices;
private void Generate()
{
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
}
private void OnDrawGizmos()
{
Gizmos.color = Color.black;
if (vertices == null) return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i],0.1f);
}
}
private void Generate()
{
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++)
{
for (int x = 0; x <= xSize; x++, i++)
{
vertices[i] = new Vector3(x, y);
}
}
}
private void Awake()
{
Generate();
}
private Mesh mesh;
private IEnumerator Generate()
{
WaitForSeconds wait = new WaitForSeconds(0.05f);
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Procedual Grid";
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++)
{
for (int x = 0; x <= xSize; x++, i++)
{
vertices[i] = new Vector3(x, y);
yield return wait;
}
}
mesh.vertices = vertices;
}
private IEnumerator Generate()
{
WaitForSeconds wait = new WaitForSeconds(0.05f);
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Procedual Grid";
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++)
{
for (int x = 0; x <= xSize; x++, i++)
{
vertices[i] = new Vector3(x, y);
yield return wait;
}
}
mesh.vertices = vertices;
DrawFaces(mesh);
}
///
/// 绘制三角面
///
private void DrawFaces(Mesh mh)
{
int[] triangles = new int[3];
triangles[0] = 0;
triangles[1] = 1;
triangles[2] = 2;
mesh.triangles = triangles;
}
triangles[0] = 0;
triangles[1] = 1;
triangles[2] = xSize + 1;
triangles[0] = 0;
triangles[1] = xSize + 1;
triangles[2] = 1;
int[] triangles = new int[6];
triangles[0] = 0;
triangles[1] = xSize + 1;
triangles[2] = 1;
triangles[3] = 1;
triangles[4] = xSize + 1;
triangles[5] = xSize + 2;
triangles[0] = 0;
triangles[3] = triangles[2] = 1;
triangles[4] = triangles[1] = xSize + 1;
triangles[5] = xSize + 2;
private IEnumerator Generate()
{
WaitForSeconds wait = new WaitForSeconds(0.05f);
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Procedual Grid";
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++)
{
for (int x = 0; x <= xSize; x++, i++)
{
vertices[i] = new Vector3(x, y);
yield return wait;
}
}
mesh.vertices = vertices;
int[] triangles = new int[6 * xSize];
for (int ti = 0, vi = 0, x = 0; x < xSize; x++, ti += 6, vi++)
{
triangles[ti] = vi;
triangles[ti + 3] = triangles[ti + 2] = vi + 1;
triangles[ti + 4] = triangles[ti + 1] = vi + xSize + 1;
triangles[ti + 5] = vi + xSize + 2;
yield return wait;
}
mesh.triangles = triangles;
yield return wait;
}
mesh.triangles = triangles;
yield return wait;
private void Awake ()
{
Generate();
}
private void Generate ()
{
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Procedural Grid";
vertices = new Vector3[(xSize + 1) * (ySize + 1)];
for (int i = 0, y = 0; y <= ySize; y++) {
for (int x = 0; x <= xSize; x++, i++) {
vertices[i] = new Vector3(x, y);
}
}
mesh.vertices = vertices;
int[] triangles = new int[xSize * ySize * 6];
for (int ti = 0, vi = 0, y = 0; y < ySize; y++, vi++) {
for (int x = 0; x < xSize; x++, ti += 6, vi++) {
triangles[ti] = vi;
triangles[ti + 3] = triangles[ti + 2] = vi + 1;
triangles[ti + 4] = triangles[ti + 1] = vi + xSize + 1;
triangles[ti + 5] = vi + xSize + 2;
}
}
mesh.triangles = triangles;
}
Unity网格篇Mesh(一)