转自:
https://www.cnblogs.com/lyh916/p/9162463.html
https://blog.csdn.net/jk823394954/article/details/53870779
一.图形绘制
1.绘制三角形
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddTriangle(0, 1, 2);
}
}
2.绘制正方形(绘制两个三角形)
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddVert(new Vector3(100, 0), Color.blue, Vector2.zero);
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
}
}
3.绘制正方形(绘制一个正方形)
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
UIVertex[] verts = new UIVertex[4];
verts[0].position = new Vector3(0, 0);
verts[0].color = Color.red;
verts[0].uv0 = Vector2.zero;
verts[1].position = new Vector3(0, 100);
verts[1].color = Color.green;
verts[1].uv0 = Vector2.zero;
verts[2].position = new Vector3(100, 100);
verts[2].color = Color.black;
verts[2].uv0 = Vector2.zero;
verts[3].position = new Vector3(100, 0);
verts[3].color = Color.blue;
verts[3].uv0 = Vector2.zero;
vh.AddUIVertexQuad(verts);
}
}
二.相关api
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddVert(new Vector3(100, 0), Color.blue, Vector2.zero);
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
//顶点有4个,索引有6个
Debug.Log(vh.currentIndexCount);
Debug.Log(vh.currentVertCount);
//PopulateUIVertex,返回顶点数据。当前取值范围:0-3
UIVertex vertex = new UIVertex();
vh.PopulateUIVertex(ref vertex, 0);
Debug.Log(vertex.color);
vh.PopulateUIVertex(ref vertex, 3);
Debug.Log(vertex.color);
//SetUIVertex,设置顶点数据
vertex.color = Color.yellow;
vh.SetUIVertex(vertex, 3);
}
}
输出:
Stream流批量操作:
1.AddUIVertexStream,批量添加顶点
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
List<UIVertex> verts = new List<UIVertex>();
UIVertex vert0 = new UIVertex();
vert0.position = new Vector3(0, 0);
vert0.color = Color.red;
vert0.uv0 = Vector2.zero;
verts.Add(vert0);
UIVertex vert1 = new UIVertex();
vert1.position = new Vector3(0, 100);
vert1.color = Color.green;
vert1.uv0 = Vector2.zero;
verts.Add(vert1);
UIVertex vert2 = new UIVertex();
vert2.position = new Vector3(100, 100);
vert2.color = Color.black;
vert2.uv0 = Vector2.zero;
verts.Add(vert2);
UIVertex vert3 = new UIVertex();
vert3.position = new Vector3(100, 0);
vert3.color = Color.blue;
vert3.uv0 = Vector2.zero;
verts.Add(vert3);
List<int> indices = new List<int>() { 0, 1, 2, 2, 3, 0 };
vh.AddUIVertexStream(verts, indices);
}
}
2.AddUIVertexTriangleStream,批量添加三角形顶点,长度必须是3的倍数
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
List<UIVertex> verts = new List<UIVertex>();
UIVertex vert0 = new UIVertex();
vert0.position = new Vector3(0, 0);
vert0.color = Color.red;
vert0.uv0 = Vector2.zero;
verts.Add(vert0);
UIVertex vert1 = new UIVertex();
vert1.position = new Vector3(0, 100);
vert1.color = Color.green;
vert1.uv0 = Vector2.zero;
verts.Add(vert1);
UIVertex vert2 = new UIVertex();
vert2.position = new Vector3(100, 100);
vert2.color = Color.black;
vert2.uv0 = Vector2.zero;
verts.Add(vert2);
vh.AddUIVertexTriangleStream(verts);
}
}
3.GetUIVertexStream,获取所有顶点数据
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TestMesh : BaseMeshEffect {
public override void ModifyMesh(VertexHelper vh)
{
vh.Clear();
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddTriangle(0, 1, 2);
List<UIVertex> stream = new List<UIVertex>();
vh.GetUIVertexStream(stream);
foreach (UIVertex v in stream)
{
Debug.Log(v.color);
}
}
}
三、OnPopulateMesh
1、OnPopulateMesh函数:当一个UI元素生成顶点数据时会调用OnPopulateMesh(VertexHelper vh)函数,我们可以在这个函数中修改顶点的数据或者获取顶点的数据。
2、VertexHelper结构:UI元素的顶点数据会填充这个数据结构,我们可以修改这个数据结构里面的数据从而影响到顶点的一些属性。
3、在Unity文档中有如下的属性和方法
AddVert:添加一个顶点到VertexHelper缓存中
AddTriangle:添加一个三角形到VertexHelper缓存中
例子:
①用AddVert和AddTriangle绘制一个三角形
创建一个脚本TestVertexHelper.cs并继承Graphic,因为OnPopulateMesh函数定义在Graphic中
首先用AddVert添加了三个顶点,三个顶点的关系如上图
然后用AddTriangle添加三角形,参数是三角形顶点的索引
GPU在绘制的时候会按照 顶点0->顶点1->顶点2 来绘制一个三角形
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddTriangle(0, 1, 2);
}
}
②用AddVert和AddTriangle绘制一个正方形
首先用AddVert添加了四个顶点,顶点的顺序如图
然后用AddTriangle添加了两个三角形
vh.AddTriangle(0, 1, 2)表示用 顶点0,1,2 来绘制一个三角形
vh.AddTriangle(2, 3, 0)表示用 顶点2,3,0 来绘制一个三角形
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
//添加四个顶点
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddVert(new Vector3(100, 0), Color.blue, Vector2.zero);
//添加两个三角形
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
}
}
属性currentIndexCount 和currentVertCount
currentVertCount:VertexHelper结构中有几个顶点
currentIndexCount:VertexHelper结构中有几个顶点索引
来打印一下刚才绘制的正方形的信息
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
//添加四个顶点
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddVert(new Vector3(100, 0), Color.blue, Vector2.zero);
//添加两个三角形
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
Debug.Log("currentIndexCount " + vh.currentIndexCount);
Debug.Log("currentVertCount " + vh.currentVertCount);
}
}
可以看到顶点索引有四个,顶点有六个。顶点索引有四个(0,1,2,3)这个好理解,但是我们用AddVert添加了四个顶点,这里怎么显示有六个呢?因为unity会把三角形交界处的顶点分成两个。即三角形(0,1,2)和三角形(2,3,0)重合的顶点0,2会被分成两个顶点来处理。
PopulateUIVertex函数
PopulateUIVertex:返回指定索引的顶点数据,返回的顶点数据会填充UIVertex数据结构
例子:
使用PopulateUIVertex函数获取索引为2的顶点数据,然后打印出来
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
//添加四个顶点
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddVert(new Vector3(100, 0), Color.blue, Vector2.zero);
//添加两个三角形
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
UIVertex vertex = new UIVertex();
vh.PopulateUIVertex(ref vertex, 2);
Debug.Log("color " + vertex.color + " position " + vertex.position + " uv0 " + vertex.uv0);
}
}
看到这个数据,和我们设置的第三个顶点的数据是一样的
SetUIVertex函数
SetUIVertex:设置一个顶点的数据
例子:把上面第三个顶点的颜色设置为了黑色(vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);),我们通过SetUIVertex函数把第三个顶点(索引为2的顶点,索引从0开始)的三色设置为黄色
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
//添加四个顶点
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
vh.AddVert(new Vector3(100, 0), Color.blue, Vector2.zero);
//添加两个三角形
vh.AddTriangle(0, 1, 2);
vh.AddTriangle(2, 3, 0);
//得到第三个顶点(顶点索引为2,从0开始)的颜色
UIVertex vertex = new UIVertex();
vh.PopulateUIVertex(ref vertex, 2);
//设置颜色为黄色
vertex.color = Color.yellow;
vh.SetUIVertex(vertex, 2);
}
}
可以看到索引为2的顶点变成了黄色
AddUIVertexQuad(UIVertex[] verts)函数
AddUIVertexQuad:增加一个长方形
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
UIVertex[] verts = new UIVertex[4];
verts[0].position = new Vector3(0, 0);
verts[0].color = Color.red;
verts[0].uv0 = Vector2.zero;
verts[1].position = new Vector3(0, 100);
verts[1].color = Color.green;
verts[1].uv0 = Vector2.zero;
verts[2].position = new Vector3(100, 100);
verts[2].color = Color.black;
verts[2].uv0 = Vector2.zero;
verts[3].position = new Vector3(100, 0);
verts[3].color = Color.blue;
verts[3].uv0 = Vector2.zero;
vh.AddUIVertexQuad(verts);
}
}
可以看到这个方法和绘制两个三角形产生的效果是一样的
public void AddUIVertexStream(List<UIVertex> verts, List<int> indices)函数
AddUIVertexStream:向VertexHelper中批量增加顶点数据,第一个参数为顶点数据,第二个参数为构成图元的顶点索引目录
假如我们要绘制两个三角形,加入我们有两个三角形,顶点索引分别为(0,1,2),(2,3,0),那么我们的indices应该定义为
List<int> indices = new List<int>() { 0, 1, 2, 2, 3, 0 };
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
List<UIVertex> verts = new List<UIVertex>();
UIVertex vert0 = new UIVertex();
vert0.position = new Vector3(0, 0);
vert0.color = Color.red;
vert0.uv0 = Vector2.zero;
verts.Add(vert0);
UIVertex vert1 = new UIVertex();
vert1.position = new Vector3(0, 100);
vert1.color = Color.green;
vert1.uv0 = Vector2.zero;
verts.Add(vert1);
UIVertex vert2 = new UIVertex();
vert2.position = new Vector3(100, 100);
vert2.color = Color.black;
vert2.uv0 = Vector2.zero;
verts.Add(vert2);
UIVertex vert3 = new UIVertex();
vert3.position = new Vector3(100, 0);
vert3.color = Color.blue;
vert3.uv0 = Vector2.zero;
verts.Add(vert3);
List<int> indices = new List<int>() { 0, 1, 2, 2, 3, 0 };
vh.AddUIVertexStream(verts, indices);
}
}
效果:
void AddUIVertexTriangleStream(List<UIVertex> verts)函数
AddUIVertexTriangleStream:向VertexHelper中批量增加三角形顶点数据,参数的长度必须是三的倍数
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
List<UIVertex> verts = new List<UIVertex>();
UIVertex vert0 = new UIVertex();
vert0.position = new Vector3(0, 0);
vert0.color = Color.red;
vert0.uv0 = Vector2.zero;
verts.Add(vert0);
UIVertex vert1 = new UIVertex();
vert1.position = new Vector3(0, 100);
vert1.color = Color.green;
vert1.uv0 = Vector2.zero;
verts.Add(vert1);
UIVertex vert2 = new UIVertex();
vert2.position = new Vector3(100, 100);
vert2.color = Color.black;
vert2.uv0 = Vector2.zero;
verts.Add(vert2);
vh.AddUIVertexTriangleStream(verts);
}
}
效果:
GetUIVertexStream(List<UIVertex> stream)函数
GetUIVertexStream:获取当前VertexHelper中的所有顶点的信息
public class TestVertexHelper : Graphic
{
protected override void OnPopulateMesh(VertexHelper vh)
{
vh.Clear();
//添加三个顶点
vh.AddVert(new Vector3(0, 0), Color.red, Vector2.zero);
vh.AddVert(new Vector3(0, 100), Color.green, Vector2.zero);
vh.AddVert(new Vector3(100, 100), Color.black, Vector2.zero);
//添加三角形
vh.AddTriangle(0, 1, 2);
//得到所有顶点的信息
List<UIVertex> stream = new List<UIVertex>();
vh.GetUIVertexStream(stream);
foreach (UIVertex v in stream) {
Debug.Log("color " + v.color + " position " + v.position + " uv0 " + v.uv0);
}
}
}
可以看到输出日志的值和输入的顶点信息一样