Unity画一个网格

参考:https://springdong.blog.csdn.net/article/details/77369734这位大佬的文章

using UnityEngine;

[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class GridDraw : MonoBehaviour
{
    
    void Start()
    {
        Generate();        
    }

    public int sizeX;
    public int sizeY;
    private Mesh mesh;
    private Vector3[] vertices;
    private void Generate()
    {
        GetComponent<MeshFilter>().mesh = mesh = new Mesh();
        mesh.name = "MyMesh";
        vertices = new Vector3[(sizeX + 1) * (sizeY + 1)];
        //每个顶点都有对应的Uv坐标
        Vector2[] uv = new Vector2[vertices.Length];
        //切线向量(切线空间下),
        //切线空间坐标轴是什么?
        //切线空间下 z轴为其法线向量,x轴为顶点切线,最后y轴由x和z的叉乘得到,为什么要设置tangent的w分向量?
        //叉乘Cross会得到两个垂直于x和y的向量,而w向量用于判断是这个向量其中一个
        Vector4[] tangent = new Vector4[vertices.Length];
        for (int i = 0, y = 0; y <= sizeY; y++)
        {
            for (int x = 0; x <= sizeX; x++, i++)
            {
                vertices[i] = new Vector3(x, y);
                uv[i] = new Vector2((float)x / sizeX, (float)y / sizeY);
                tangent[i] = new Vector4(1, 0, 0, -1);
            }
        }
        int[] triangles = new int[sizeX * sizeY * 6];
        for (int index = 0, count = 0, y = 0; y < sizeY; y++, count++)
        {
            //一行
            for (int x = 0; x < sizeX; x++, index += 6, count++)
            {
                //将index换为0,count换为0 得到的是一个正方形网格
                //然后绘制一行,最后绘制全部网格
                //triangle_1
                triangles[index] = count;
                triangles[index + 1] = sizeX + 1 + count;
                triangles[index + 2] = count + 1;
                //triangle_2
                triangles[index + 3] = count + 1;
                triangles[index + 4] = sizeX + 1 + count;
                triangles[index + 5] = sizeX + 2 + count;
            }
        }
        //必须先设置顶点
        //顶点下面三个均依赖于顶点
        mesh.vertices = vertices;
        mesh.tangents = tangent;
        mesh.uv = uv;
        mesh.triangles = triangles;
        mesh.RecalculateNormals();
    }

    private void OnDrawGizmos()
    {
        if (vertices == null) return;
        Gizmos.color = Color.black;
        for (int i = 0; i < vertices.Length; i++)
        {
            Gizmos.DrawSphere(vertices[i], 0.1f);
        }
    }
}
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