问题描述
我正在尝试以编程方式创建网格,并且在使用 UV 时能够看到网格。但现在我试图在网格上使用颜色,以便每 4 行颜色不同(例如图表的短轴和长轴),但现在网格不会显示。
我尝试过的事情:
-
我相信我已经实现了通用渲染管线(Universal RP)来创建一个顶点颜色着色器。但这没有用。
-
我也尝试过使用内置的粒子/标准单元着色器。这不起作用,当我更改为通用 RP 时,我相信它破坏了它,因为材料在预览窗格中显示为粉红色。
-
还从其他应该解决此问题的 stackoverflow 答案中复制了几个着色器。
public class Grid : MonoBehavIoUr
{
public float thickness = 0.001f;
public float spacing = 2f;
public int major = 4;
public Color majorColor;
public Color minorColor;
private Vector3[] vertices;
private int[] triangles;
private Color[] colors;
private void Start()
{
transform.localScale = new Vector3(216f,279.5f,0.01f);
DrawGrid();
}
public void DrawGrid()
{
Vector2Int numLines = new Vector2Int
{
x = Mathf.FloorToInt(transform.localScale.x / (spacing + thickness)),y = Mathf.FloorToInt(transform.localScale.y / (spacing + thickness))
};
int totalLines = numLines.x + numLines.y;
int verticesPerLine = 4;
int triangleIdxPerLine = 6;
int numVertices = totalLines * verticesPerLine;
int numTriangles = totalLines * triangleIdxPerLine;
vertices = new Vector3[numVertices];
triangles = new int[numTriangles];
colors = new Color[numVertices];
var minorSpacing = spacing / transform.localScale.x;
int i = 0;
for (float x = 0.0f; x < 1; x += minorSpacing + thickness,i++)
DrawLine(i,new Vector2(x,0.0f),new Vector2(x + thickness,1.0f));
for (float y = 0.0f; y < 1; y += minorSpacing + thickness,new Vector2(0.0f,y),new Vector2(1.0f,y + thickness));
print(colors.Length);
print(majorColor);
GetComponent<MeshFilter>().mesh = new Mesh
{
vertices = vertices,colors = colors,triangles = triangles
};
}
private void DrawLine(int idx,Vector2 point1,Vector2 point2) {
int vOffset = idx * 4;
vertices[vOffset] = new Vector3(point1.x,point1.y);
vertices[vOffset + 1] = new Vector3(point2.x,point2.y);
vertices[vOffset + 2] = new Vector3(point1.x,point2.y);
vertices[vOffset + 3] = new Vector3(point2.x,point1.y);
Color color = idx % major == 0 ? majorColor : minorColor;
colors[vOffset] = color;
colors[vOffset + 1] = color;
colors[vOffset + 2] = color;
colors[vOffset + 3] = color;
int tOffset = idx * 6;
triangles[tOffset] = vOffset;
triangles[tOffset + 1] = vOffset + 1;
triangles[tOffset + 2] = vOffset + 2;
triangles[tOffset + 3] = vOffset + 1;
triangles[tOffset + 4] = vOffset;
triangles[tOffset + 5] = vOffset + 3;
}
}
解决方法
我是在这个 YT 教程 https://www.youtube.com/watch?v=eJEpeUH1EMg 的帮助下弄明白的。
我正在我的相机指向的另一侧渲染三角形。
只是改变了三角形索引的顺序。
@method_decorator(csrf_exempt,name='dispatch')
class APIAccounts(View):
def get(self,requests):
if requests.user.is_authenticated:
try:
return JsonResponse(UserProfileInfo.get_accounts(requests.user.id),status=200)
except AttributeError:
return JsonResponse({"message": "Access denied"},status=403)
else:
return JsonResponse({"message": "Unauthenticated"},status=401)
def post(self,requests):
if requests.user.is_authenticated:
try:
try:
data = UserProfileInfo.objects.get(user_id=requests.user.id)
form = PatchUserProfileForm(requests.POST,requests.FILES,instance=data)
except ObjectDoesNotExist:
# problem: how can I squeeze the user_id to the record
form = PatchUserProfileForm(requests.POST,requests.FILES)
if form.is_valid():
form.save()
except Exception as e:
raise e.with_traceback(e.__traceback__)
else:
return JsonResponse({'message': 'Update successfully'},status=200)