【问题标题】:Size issues when creating a procedural mesh generator in Unity在 Unity 中创建程序网格生成器时的大小问题
【发布时间】:2016-02-04 19:06:03
【问题描述】:

我一直致力于为 Unity 构建一个程序生成器,它会接收噪声并使用它来构建高度图。

到目前为止,只要我将网格的大小限制在 250x250 左右,一切似乎都可以正常工作。如果我尝试制作更大的网格,脚本不会计算它。

令人费解的是,我没有遇到任何记忆错误或任何类似的情况。我已经实现了一个 Regenerate 按钮,它允许我在 Unity 中生成一个新的网格,只要我保持在 250x250 或更小的范围内,它就可以正常工作。如果我选择一个更大的值,网格将保持不变。

我如何计算网格:

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;

[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(Noise))]
public class CustomTerrain : MonoBehaviour {
    //Note: sizeX*sizeZ determines mesh size.
    public int sizeX = 4; //These values are public so they can be
    public int sizeZ = 4; //modified in the Unity Editor.
    public float noiseSize = 1.0f; 
    public float cellSize = 1.0f;
    private string mPath = "Assets/Generated/";
    Noise noise;

    void Start() {
        noise = GetComponent<Noise>();
        this.LoadMesh();
        if (!GetComponent<MeshFilter>().sharedMesh) {
            this.Regenerate();
        }
    }
    public void LoadMesh() {
        Mesh mesh = Instantiate(AssetDatabase.LoadMainAssetAtPath(mPath + gameObject.name + ".asset") as Mesh);
        if (mesh) {
            GetComponent<MeshFilter>().mesh = mesh;
        }
        recalculateMeshCollider(mesh);
    }

    Vector3[] GenVertices() {
        float x, z;
        int w = (sizeX+1);
        int l = (sizeZ+1);
        Vector3[] vertices = new Vector3[w*l];
        for (int gx = 0; gx < w; gx++) {
            for (int gz = 0; gz < l; gz++) {
                x = gx*cellSize;
                z = gz*cellSize;
                float height = (noiseSize * noise.Get(x,z));
                vertices[gx*l+gz] = new Vector3(x, height, z);
            }
        }
        return vertices;
    }

    int[] GenTriangles() {
        int vertciesPerTriangle = 3;
        int trianglesPerCell = 2;
        int numberCells = sizeX * sizeZ;
        int[] triangles = new int[vertciesPerTriangle * trianglesPerCell * numberCells];

        int tIndeX = 0;
        for (int cX = 0; cX < sizeX; cX++) {
            for (int cZ = 0; cZ < sizeZ; cZ++) {
                int n = cX*(sizeZ+1)+cZ;

                triangles[tIndeX] = n;
                triangles[tIndeX+1] = n+1;
                triangles[tIndeX+2] = n+sizeZ+2;
                triangles[tIndeX+3] = n;
                triangles[tIndeX+4] = n+sizeZ+2;
                triangles[tIndeX+5] = n+sizeZ+1;
                tIndeX +=6;
            }
        }
        return triangles;
    }

    Vector2[] GenUVs() {
        int w = (sizeX + 1);
        int l = (sizeZ + 1);
        Vector2[] uvs = new Vector2[w * l];

        for (int uX = 0; uX < w; uX++) {
            for (int uZ = 0; uZ < l; uZ++) {
                uvs[uX*l+uZ] = new Vector2((float)uX/sizeX, (float)uZ/sizeZ);
            }
        }
        return uvs;
    }
}

我的再生功能:

public void Regenerate() {
    noise.Init();
    Mesh mesh = GetComponent<MeshFilter>().sharedMesh;
    if(!mesh) {
        mesh = new Mesh();
        GetComponent<MeshFilter>().sharedMesh = mesh;
    }
    mesh.vertices = GenVertices();
    mesh.triangles = GenTriangles();
    mesh.uv = GenUVs();
    mesh.RecalculateNormals();
    recalculateMeshCollider(mesh);
}

public void recalculateMeshCollider(Mesh mesh) {
    if (GetComponent<MeshCollider>()) {
        DestroyImmediate(GetComponent<MeshCollider>());
    }
    transform.gameObject.AddComponent<MeshCollider>();
    transform.GetComponent<MeshCollider>().sharedMesh = mesh;
}

【问题讨论】:

  • 顺便说一句,许多来到 Unity 的工程师开始切割网格,然后开始编写漂亮的遮挡……然后才意识到,Unity 实际上内置了奇妙的剔除!这都是自动的,请根据您的判断选择合适的块大小。

标签: c# unity3d mesh procedural-generation


【解决方案1】:

“250x250”是指有 62.400 个三角形吗?

Unity 的顶点数限制为 65535 - 只需使用多个网格,没问题。

【讨论】:

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