1 仅绘制三角形网格
1)创建游戏对象
创建一个空对象,重命名为 Grid,并在其下添加需要绘制网格的对象,如下:
场景显示如下:
2)添加脚本组件
GridController.cs
using System;
using UnityEngine;
public class GridController : MonoBehaviour {
private void Start () {
ForAllChildren(transform, RebuildMesh);
}
private void RebuildMesh(Transform transform) {
MeshFilter meshFilter = transform.GetComponent<MeshFilter>();
if (meshFilter != null && meshFilter.mesh != null) {
int[] indices = MakeIndices(meshFilter.mesh.triangles);
meshFilter.mesh.SetIndices(indices, MeshTopology.Lines, 0);
}
}
private int[] MakeIndices(int[] triangles) {
int[] indices = new int[2 * triangles.Length];
for( int i = 0; i < triangles.Length; i += 3 ) {
for (int j = 0; j < 6; j++) {
// 每个三角形转换为3条线段, 每个顶点使用2次, 对应的顶点序列是: 0, 1, 1, 2, 2, 0, 通式: (j + 1) % 6 / 2, j 的范围: 0 ~ 5
indices[2 * i + j] = triangles[i + (j + 1) % 6 / 2];
}
}
return indices;
}
private void ForAllChildren(Transform transform, Action<Transform> action) {
action.Invoke(transform);
for (int i = 0; i < transform.childCount; i++) {
ForAllChildren(transform.GetChild(i), action);
}
}
}
说明: GridController 脚本组件挂在 Grid 对象上。
运行效果:
3)给网格添加新材质
GridController.cs
using System;
using UnityEngine;
public class GridController : MonoBehaviour {
public Material material;
private void Start () {
ForAllChildren(transform, RebuildMesh);
}
private void RebuildMesh(Transform transform) {
MeshFilter meshFilter = transform.GetComponent<MeshFilter>();
MeshRenderer meshRenderer = transform.GetComponent<MeshRenderer>();
if (meshFilter != null && meshFilter.mesh != null && meshRenderer != null) {
meshRenderer.material = material;
int[] indices = MakeIndices(meshFilter.mesh.triangles);
meshFilter.mesh.SetIndices(indices, MeshTopology.Lines, 0);
}
}
private int[] MakeIndices(int[] triangles) {
int[] indices = new int[2 * triangles.Length];
for( int i = 0; i < triangles.Length; i += 3 ) {
for (int j = 0; j < 6; j++) {
// 每个三角形转换为3条线段, 每个顶点使用2次, 对应的顶点序列是: 0, 1, 1, 2, 2, 0, 通式: (j + 1) % 6 / 2, j 的范围: 0 ~ 5
indices[2 * i + j] = triangles[i + (j + 1) % 6 / 2];
}
}
return indices;
}
private void ForAllChildren(Transform transform, Action<Transform> action) {
action.Invoke(transform);
for (int i = 0; i < transform.childCount; i++) {
ForAllChildren(transform.GetChild(i), action);
}
}
}
运行效果:
2 绘制表面和三角形网格
场景中所有对象同第 1 节,脚本组件如下:
GridController.cs
using System;
using UnityEngine;
using UnityEngine.Rendering;
public class GridController : MonoBehaviour {
public Material material;
private void Start () {
ForAllChildren(transform, RebuildMesh);
}
private void RebuildMesh(Transform transform) {
MeshFilter meshFilter = transform.GetComponent<MeshFilter>();
MeshRenderer meshRenderer = transform.GetComponent<MeshRenderer>();
if (meshFilter != null && meshFilter.mesh != null && meshRenderer != null) {
InitMaterials(meshRenderer);
int[] indices = MakeIndices(meshFilter.mesh.triangles);
InitSubMesh(meshFilter.mesh, indices, indices.Length / 3);
}
}
private void InitMaterials(MeshRenderer meshRenderer) {
Material[] materials = new Material[meshRenderer.materials.Length + 1];
meshRenderer.materials.CopyTo(materials, 0);
materials[materials.Length - 1] = material;
meshRenderer.materials = materials;
}
private void InitSubMesh(Mesh mesh, int[] indices, int divide) {
mesh.SetIndexBufferParams(indices.Length, IndexFormat.UInt32);
mesh.SetIndexBufferData(indices, 0, 0, indices.Length);
mesh.subMeshCount = 2; // 设置2个子网格
// 第一部分绘制三角形内部
SubMeshDescriptor subMeshDescriptor1 = new SubMeshDescriptor(0, divide, MeshTopology.Triangles);
mesh.SetSubMesh(0, subMeshDescriptor1);
// 第二部分绘制线段
SubMeshDescriptor subMeshDescriptor2 = new SubMeshDescriptor(divide, indices.Length - divide, MeshTopology.Lines);
mesh.SetSubMesh(1, subMeshDescriptor2);
}
private int[] MakeIndices(int[] triangles) {
int[] indices = new int[3 * triangles.Length];
triangles.CopyTo(indices, 0);
for( int i = 0; i < triangles.Length; i += 3 ) {
for (int j = 0; j < 6; j++) {
// 每个三角形转换为3条线段, 每个顶点使用2次, 对应的顶点序列是: 0, 1, 1, 2, 2, 0, 通式: (j + 1) % 6 / 2, j 的范围: 0 ~ 5
indices[triangles.Length + 2 * i + j] = triangles[i + (j + 1) % 6 / 2];
}
}
return indices;
}
private void ForAllChildren(Transform transform, Action<Transform> action) {
action.Invoke(transform);
for (int i = 0; i < transform.childCount; i++) {
ForAllChildren(transform.GetChild(i), action);
}
}
}
运行效果:
声明:本文转自【Unity3D】绘制物体表面三角形网格
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