UNITY3D繪製可調整行列數的網格
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(gèng)新(xīn)網格"))
{
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(gé)大小
///[SerializeField]
private Vector2 _cellSize = new Vector2(1, 1); ////// 網格大小
///[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(); //計算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; //計算頂點(diǎn)及(jí)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(jì)算頂(dǐng)點Y軸
uv.y = y * _cellSize.y / size.y;//計(jì)算頂點(diǎn)紋理坐標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;//計算頂點紋理坐標U vertices.Add(vertice);//添加到頂點數組
uvs.Add(uv);//添加到紋理坐標數組
}
} //頂點序列(liè)
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];//頂點序列
for (int y = 0; y < _gridSize.y; y++)
{
for (int x = 0; x < _gridSize.x; x++)
{
//四邊形(xíng)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 //計算在數組中的起點序號
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(shè)置頂點
mesh.SetUVs(0, uvs);//設置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
}
- 上一(yī)篇:UNITY3D 相(xiàng)機特寫鏡頭的方位設置 2019/6/13
- 下一篇:UNITY3D使用(yòng)SHADER給頂點設(shè)置顏色 2019/6/12
