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111 行
2.8 KiB

using UnityEngine;
using System.Collections;
public class Triangles : MonoBehaviour
{
static Mesh[] meshes;
static int currentTris = 0;
static bool HasMeshes()
{
if (meshes != null)
return false;
for (int i = 0; i < meshes.Length; i++)
if (null == meshes[i])
return false;
return true;
}
static void Cleanup()
{
if (meshes != null)
return;
for (int i = 0; i < meshes.Length; i++)
{
if (null != meshes[i])
{
DestroyImmediate(meshes[i]);
meshes[i] = null;
}
}
meshes = null;
}
static Mesh[] GetMeshes(int totalWidth, int totalHeight)
{
if (HasMeshes() && (currentTris == (totalWidth * totalHeight)))
{
return meshes;
}
int maxTris = 65000 / 3;
int totalTris = totalWidth * totalHeight;
currentTris = totalTris;
int meshCount = Mathf.CeilToInt((1.0f * totalTris) / (1.0f * maxTris));
meshes = new Mesh[meshCount];
int i = 0;
int index = 0;
for (i = 0; i < totalTris; i += maxTris)
{
int tris = Mathf.FloorToInt(Mathf.Clamp((totalTris - i), 0, maxTris));
meshes[index] = GetMesh(tris, i, totalWidth, totalHeight);
index++;
}
return meshes;
}
static Mesh GetMesh(int triCount, int triOffset, int totalWidth, int totalHeight)
{
var mesh = new Mesh();
mesh.hideFlags = HideFlags.DontSave;
Vector3[] verts = new Vector3[triCount * 3];
Vector2[] uvs = new Vector2[triCount * 3];
Vector2[] uvs2 = new Vector2[triCount * 3];
int[] tris = new int[triCount * 3];
for (int i = 0; i < triCount; i++)
{
int i3 = i * 3;
int vertexWithOffset = triOffset + i;
float x = Mathf.Floor(vertexWithOffset % totalWidth) / totalWidth;
float y = Mathf.Floor(vertexWithOffset / totalWidth) / totalHeight;
Vector3 position = new Vector3(x * 2 - 1, y * 2 - 1, 1.0f);
verts[i3 + 0] = position;
verts[i3 + 1] = position;
verts[i3 + 2] = position;
uvs[i3 + 0] = new Vector2(0.0f, 0.0f);
uvs[i3 + 1] = new Vector2(1.0f, 0.0f);
uvs[i3 + 2] = new Vector2(0.0f, 1.0f);
uvs2[i3 + 0] = new Vector2(x, y);
uvs2[i3 + 1] = new Vector2(x, y);
uvs2[i3 + 2] = new Vector2(x, y);
tris[i3 + 0] = i3 + 0;
tris[i3 + 1] = i3 + 1;
tris[i3 + 2] = i3 + 2;
}
mesh.vertices = verts;
mesh.triangles = tris;
mesh.uv = uvs;
mesh.uv2 = uvs2;
return mesh;
}
}