How to Unity ECS 1.0 generated mesh
In Unity's Entity Component System (ECS), you can generate a mesh using a few different approaches. Here are two options:
- Using a MeshFilter and MeshRenderer component:
- Add a
MeshFilter
component to your entity. This component will hold the mesh data. - Add a
MeshRenderer
component to your entity. This component will render the mesh data. - Use the
MeshFilter.mesh
property to assign aMesh
object to the entity. - Use the
Mesh
object to set the vertices, triangles, and other properties of the mesh.
Here is an example of how to create a simple cube mesh using this approach:
Entity entity = entityManager.CreateEntity();
// Add a MeshFilter component to the entity
MeshFilter meshFilter = entityManager.AddComponent<MeshFilter>(entity);
// Create a new Mesh object and assign it to the MeshFilter
Mesh mesh = new Mesh();
meshFilter.mesh = mesh;
// Set the vertices and triangles of the mesh
Vector3[] vertices = {
new Vector3(-1, -1, 0),
new Vector3(-1, 1, 0),
new Vector3(1, 1, 0),
new Vector3(1, -1, 0)
};
int[] triangles = { 0, 1, 2, 0, 2, 3 };
mesh.vertices = vertices;
mesh.triangles = triangles;
// Add a MeshRenderer component to the entity
entityManager.AddComponent<MeshRenderer>(entity);
- Using a custom IComponentData and IJob:
- Create a custom component that holds the data needed to generate the mesh, such as the vertices and triangles.
- Create a custom job that generates the mesh using the data from the component and assigns it to a
MeshFilter
component on the entity. - Use the
IJobForEach
interface to schedule the job for execution.
Here is an example of how to create a simple cube mesh using this approach:
// Define a custom component to hold the mesh data
public struct CubeMeshData : IComponentData
{
public Vector3[] vertices;
public int[] triangles;
}
// Define a custom job to generate the mesh
public struct GenerateCubeMeshJob : IJobForEach<CubeMeshData, MeshFilter>
{
public void Execute(ref CubeMeshData meshData, ref MeshFilter meshFilter)
{
// Create a new Mesh object and assign it to the MeshFilter
Mesh mesh = new Mesh();
meshFilter.mesh = mesh;
// Set the vertices and triangles of the mesh using the data from the component
mesh.vertices = meshData.vertices;
mesh.triangles = meshData.triangles;
}
}
// Schedule the job for execution
Entity entity = entityManager.CreateEntity();
entityManager.AddComponentData(entity, new CubeMeshData
{
vertices = new Vector3[] {
new Vector3(-1, -1, 0),
new Vector3(-1, 1, 0),
new Vector3(1, 1, 0),
new Vector3(1, -1, 0)
},
triangles = new int[] { 0, 1, 2, 0,
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