Edge wrap is the foundation on which wrap-around behavior at the edges of a world can be built.
The DynamicMesh class is responsible for building one or more objects for a topology, as well as easing the process of updating that mesh as various attributes of the topology change. It does this by triangulating topology faces according to a custom triangulation method provided it, and maintaining arrays of all relevant mesh data for easy and efficient updates.
Meshes can utilize a variety of different vertex attributes, depending on what is needed by the shader in use. Therefore, the dynamic mesh is capable of accepting any combination of vertex attributes, and can acquire their values in any way desired. This is achieved through the generalized DynamicMeshITriangulation interface, as well as standard implementations of that interface which expose vertex attribute retrieval through custom delegates.
The four supplied triangulation methods are strip, fan, umbrella, and kite corner triangulation. The strip method will order the vertices and vertex indices of each face in such a way as to follow the conventional triangle strip pattern, and the fan does likewise for its respective common pattern. Note, however, that this does not mean that the GPU will be sent draw calls to render faces as actual triangle strips or fans, only that the triangle vertices will be ordered in this fashion.
The umbrella pattern is similar to the fan, except that instead of starting at an arbitrary outer vertex and creating a fan from the remaining outer vertices, it requires a center vertex also, and then builds a fan around all the outer vertices. Additionally, the first and last triangles of this fan share the first vertex with each other, whereas a fan would require a duplicate.
These three methods also support subdividing the face into concentric rings, specified by ring depth which defaults to 1. Therefore, not only will the triangulation need values for the outer vertices (and the center vertex for the umbrella pattern), vertex attribute values will also be needed for the inner vertices. The delegates consumed by these triangulation classes will therefore expect the same number of vertex values to be supplied during each call as there are concentric rings, setting the outermost rings first, moving inward to the innermost rings last.
The kite corner pattern is restricted to exactly two concentric rings, because it triangulates each corner of a face as a kite, with a single vertex of the kite on the inner ring of vertices, and the other three along the outer ring, one at the actual position of the outer corner of the face, and the other two leading and following that middle vertex. If arranged properly (which can be done with the help of CalculateFaceEdgeCornerKitePositionsFromVertexPositions), this allows the outer two points of the kite to be right angles, the ideal setting for rendering perfectly rounded corners with the help of an appropriately coded shader.
Once a dynamic mesh has been constructed, the actual submeshCount property and the GetSubmesh(Int32) method, or through the submeshes enumerable property. (Note that "submesh" in this context is distinct from the submesh concept of Unity's class, and refers to entirely separate instances, each with their own subset of vertices.)instances are accessible through the
If changes need to occur to any particular vertex attribute or to any particular area of the mesh, RebuildFace(TopologyFace, DynamicMeshITriangulation) can be used to update a face's mesh data. It must be given the same type of triangulation that was used to originally construct the mesh, but the details of how the vertex attribute values are assigned can differ. In particular, not all attributes need to be set; values that stay the same can be completely skipped. For example, perhaps only the vertex colors need to be updated, or the UV values; positions and normals can be left as they are in this case.
Rebuilding a face only updates the main memory representation of the mesh data. Once all faces have been rebuilt with new data, call RebuildMesh(DynamicMeshVertexAttributes) to finalize the changes and apply them to the actual instances. You can specify which vertex attributes are to be considered dirty. Only these arrays will be updated, and only for submeshes marked dirty through the process of rebuilding a face within a submesh. This makes dynamic mesh updates more efficient than a brute-force rebuilding of all the data from scratch.
The triangle indices themselves cannot be altered once constructed, so do not attempt to alter the overall topological structure (such as through randomization or pivoting/spinning individual edges). If you do so, you will need to create a new dynamic mesh from scratch rather than reusing the current one and all of its submeshes.