Unity Mesh:顶点数超过65000的绘制方法

    科技2022-07-13  222

    Unity Mesh:顶点数超过65000的绘制方法

    核心代码完整工程参考链接

    核心代码

        在Unity中,单个Mesh绘制的顶点数不能超过65000,当需要绘制顶点数超过65000个的模型时,需要将模型进行拆分绘制。 核心代码如下:

    private void CreateInstance() { string fullPath = "D:\\UnityProject\\DrawMesh\\Assets\\ImportSTL\\徽章.stl"; int gameObjectCount = 60000;//代表一个物体中包含多少个点(Unity中单个Mesh顶点数量最多为65000个) _total = int.Parse(_trianglescount); _number = 0; _binaryReader = new BinaryReader(File.Open(fullPath, FileMode.Open)); //抛弃前84个字节 _binaryReader.ReadBytes(84); _vertices = new List<Vector3>();//存储三角形顶点坐标 _triangles = new List<int>();//存储三角形索引 while (_number < _total) { byte[] bytes; //每50个字节一组,存储着三角形的法矢量和三个点的顶点数据 bytes = _binaryReader.ReadBytes(50); if (bytes.Length < 50) { _number += 1; continue; } //这里只用了三角形的顶点数据,忽略矢量 Vector3 vec1 = new Vector3(BitConverter.ToSingle(bytes, 12), BitConverter.ToSingle(bytes, 16), BitConverter.ToSingle(bytes, 20)); Vector3 vec2 = new Vector3(BitConverter.ToSingle(bytes, 24), BitConverter.ToSingle(bytes, 28), BitConverter.ToSingle(bytes, 32)); Vector3 vec3 = new Vector3(BitConverter.ToSingle(bytes, 36), BitConverter.ToSingle(bytes, 40), BitConverter.ToSingle(bytes, 44)); _vertices.Add(vec1); _vertices.Add(vec2); _vertices.Add(vec3); _number += 1; } //将索引写入列表中,值为0到每个物体中顶点个数减一 for(int triNum = 0; triNum < _vertices.Count; triNum++) { int gameObhectIndex = triNum / gameObjectCount;//标记着当前正在给第几个物体赋值 _triangles.Add(triNum - gameObhectIndex * gameObjectCount); } for (int meshNumber = 0; meshNumber < _vertices.Count; meshNumber+=gameObjectCount) { //创建GameObject GameObject tem = new GameObject(Path.GetFileNameWithoutExtension(fullPath)); tem.name = meshNumber.ToString(); MeshFilter mf = tem.AddComponent<MeshFilter>(); MeshRenderer mr = tem.AddComponent<MeshRenderer>(); Mesh m = new Mesh(); mr.name = meshNumber.ToString(); if ((_vertices.Count - meshNumber) >= gameObjectCount) { m.vertices = _vertices.ToArray().Skip(meshNumber).Take(gameObjectCount).ToArray(); m.triangles = _triangles.ToArray().Skip(meshNumber).Take(gameObjectCount).ToArray(); } else { m.vertices = _vertices.ToArray().Skip(meshNumber).Take(_vertices.Count - meshNumber).ToArray(); m.triangles = _triangles.ToArray().Skip(meshNumber).Take(_vertices.Count - meshNumber).ToArray(); } m.RecalculateNormals(); mf.mesh = m; mr.material = new Material(Shader.Find("Standard")); _binaryReader.Close(); //Debug.Log(tem.name + ":顶点数量 " + _vertices.Count); } }

    需要注意的是,_triangles中存储的是索引,存储的值应当在0到gameObjectCount-1之间,以此循环。

    完整工程

    Unity绘制STL格式模型

    参考链接

    Unity导入STL格式模型(一)

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