Unity中的动态网格计算不能正确地对三角形建立索引

时间:2018-05-23 17:07:05

标签: c# unity3d mesh

我正在使用Unity构建游戏,我想生成方形图块的地图,我正在使用网格,但由于某种原因,我的网格无法正确渲染。最后一列半是不可见的。

以下是一些图片:

Shaded view

Wireframe view

以下是代码:

void GenerateMesh()
{
    mesh = GetComponent<MeshFilter>().mesh;
    mesh.Clear();

    Vector3[] vertices = new Vector3[(Map.WIDTH + 1) * (Map.HEIGHT + 1)];
    int nextIndex = 0;
    for (int x = 0; x <= Map.WIDTH; x++)
    {
        for (int y = 0; y <= Map.HEIGHT; y++)
        {
            vertices[nextIndex] = new Vector3(x * Square.SIZE, 0, y * Square.SIZE);
            nextIndex++;
        }
    }

    int[] triangles = new int[6 * Map.WIDTH * Map.HEIGHT];
    nextIndex = 0;
    for (int x = 0; x < Map.WIDTH; x++)
    {
        for (int y = 0; y < Map.HEIGHT; y++)
        {
            triangles[nextIndex] = x * Map.HEIGHT + y;
            triangles[nextIndex + 1] = x * Map.HEIGHT + y + 1;
            triangles[nextIndex + 2] = (x + 1) * Map.HEIGHT + y + 1;

            nextIndex += 3;

            triangles[nextIndex] = x * Map.HEIGHT + y;
            triangles[nextIndex + 1] = (x + 1) * Map.HEIGHT + y + 1;
            triangles[nextIndex + 2] = (x + 1) * Map.HEIGHT + y;

            nextIndex += 3;
        }
    }

    mesh.vertices = vertices;
    mesh.triangles = triangles;

}

Map.WIDTH,Map.HEIGHT和Square.SIZE是常量,它们的值是80,45,1。

提前致谢!

1 个答案:

答案 0 :(得分:2)

y值的第一个内部循环使用<=

for (int y = 0; y <= Map.HEIGHT; y++)

所以你的第二组循环应该使用Map.Height + 1进行索引计算:

for (int x = 0; x < Map.WIDTH; x++)
{
    for (int y = 0; y < Map.HEIGHT; y++)
    {
        triangles[nextIndex] = x * (Map.HEIGHT + 1) + y;
        triangles[nextIndex + 1] = x * (Map.HEIGHT + 1) + y + 1;
        triangles[nextIndex + 2] = (x + 1) * (Map.HEIGHT + 1) + y + 1;

        nextIndex += 3;

        triangles[nextIndex] = x * (Map.HEIGHT + 1) + y;
        triangles[nextIndex + 1] = (x + 1) * (Map.HEIGHT + 1) + y + 1;
        triangles[nextIndex + 2] = (x + 1) * (Map.HEIGHT + 1) + y;

        nextIndex += 3;
    }
}