如何在Unity中使用规范化的值修复错误的过程网格

时间:2019-07-17 13:38:55

标签: c# unity3d mesh

在Unity中创建过程网格时,规范化值存在问题。我一直在关注catlikecoding中的精彩教程,当我尝试对顶点使用归一化值时,我陷入了奇怪的行为。在某些情况下,xSize和ySize网格组合均可使用,但在其他组合中,网格会变形。让我给你举几个例子

  • xSize = 35; ySize = 25; //好
  • xSize = 350; ySize = 250; //不好
  • xSize = 150; ySize = 250; //好
  • xSize = 350; ySize = 200; //不好
  • xSize = 1000; ySize = 750; //不好

我用头球表示每个第10个顶点的前2种情况。 35x25 case 350x250 case

我正在使用Unity3d 2018.3

    private void Generate()
    {
        GetComponent<MeshFilter>().mesh = mesh = new Mesh();
        mesh.name = "Procedural Grid";

        vertices = new Vector3[(xSize + 1) * (ySize + 1)];
        Vector2[] uv = new Vector2[vertices.Length];
        float multX = 1 / (float)xSize;
        float multY = 1 / (float)ySize;

        for (int i = 0, y = 0; y <= ySize; y++)
        {
            for (int x = 0; x <= xSize; x++, i++)
            {
                //vertices[i] = new Vector3(x, y);
                var xNormalized = x * multX;
                var yNormalized = y * multY;
                vertices[i] = new Vector3(xNormalized, yNormalized);
                uv[i] = new Vector2(xNormalized, yNormalized);
            }
        }
        mesh.vertices = vertices;
        mesh.uv = uv;

        var 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;
        mesh.RecalculateNormals();
    }

我希望无论哪种情况,无论我使用网格的xSize或ySize,网格都是1x1。任何人都可以建议如何实现这一目标?

1 个答案:

答案 0 :(得分:0)

所以我的朋友向我解释,默认情况下,Unity中的网格的顶点限制为65535。我必须很好地询问我是否想要更多。 我必须添加

mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;

之后

mesh.name = "Procedural Grid";

here还有更多..

突然所有工作都按预期进行。谢谢大家的支持。