【发布时间】:2021-05-09 05:29:32
【问题描述】:
我正在尝试在我的游戏中实现移动立方体,到目前为止,我已经建立了一个用于在世界空间中绘制具有四个点的三角形的系统。我已经让系统在我设置点的地方工作,但是当我绘制两个三角形以使其成为网格时,它只绘制一个,但我设置了一个 print() 语句,它显示每个绘制了 2 个三角形时间,所以这很正常。我不知道我需要做什么。这是我的代码,如果您需要更多图片/代码,请评论这篇文章:
private void Triangulate()
{
vertices.Clear();
triangles.Clear();
mesh.Clear();
TriangulateCellRows();
print(triangles.Count);
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
}
private void TriangulateCellRows()
{
int cells = resolution - 1; int heightCells = heightRes - 1;
for (int i = 0, y = 0; y < heightCells; y++)
{
for (int x = 0; x < cells; x++, i++)
{
for (int z = 0; z < cells; z++, i++)
{
TriangulateCell(
voxels[i],
voxels[i + 1],
voxels[i + resolution],
voxels[i + resolution + 1],
voxels[i + resolution * resolution],
voxels[i + resolution * resolution + 1],
voxels[i + resolution * resolution + resolution],
voxels[i + resolution * resolution + resolution + 1]);
}
}
}
}
private void TriangulateCell(Voxel a, Voxel b, Voxel c, Voxel d, Voxel e, Voxel f, Voxel g, Voxel h)
{
int cellType = 0;
if (a.state)
{
cellType |= 1;
}
if (b.state)
{
cellType |= 2;
}
if (c.state)
{
cellType |= 4;
}
if (d.state)
{
cellType |= 8;
}
if (e.state)
{
cellType |= 16;
}
if (f.state)
{
cellType |= 32;
}
if (g.state)
{
cellType |= 64;
}
if (h.state)
{
cellType |= 128;
}
switch (cellType)
{
case 0:
return;/*
case 1:
AddTriangle(a.xEdgePosition, b.yEdgePosition, c.zEdgePosition);
break;*/
case 15:
AddQuad(a.yEdgePosition, b.yEdgePosition, c.yEdgePosition, d.yEdgePosition);
print(a.yEdgePosition + "- " + b.yEdgePosition + "- " + c.yEdgePosition + "- " + d.yEdgePosition);
print(a.position + "/ " + b.position + "/ " + c.position + "/ " + d.position);
break;
}
}
...
private void AddQuad(Vector3 a, Vector3 b, Vector3 c, Vector3 d)
{
int vertCount = vertices.Count;
vertices.Add(a);
vertices.Add(b);
vertices.Add(c);
vertices.Add(d);
triangles.Add(vertCount);
triangles.Add(vertCount + 1);
triangles.Add(vertCount + 2);
triangles.Add(vertCount + 1);
triangles.Add(vertCount + 2);
triangles.Add(vertCount + 3);
print(triangles.Count);
}
【问题讨论】:
标签: c# unity3d mesh triangulation