Created
March 4, 2016 06:08
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private Mesh CreateBlockMesh(GameObject cc, Vector3 centerPos) { | |
Vector3[] v = new Vector3[4]; | |
/********** | |
* 表面 | |
* ********/ | |
int[] use_vertices1 = new int[4]; | |
v[0] = centerPos + Vector3.up * 0.5f + Vector3.right * 0.5f; | |
v[1] = centerPos + Vector3.up * 0.5f + Vector3.left * 0.5f; | |
v[2] = centerPos + Vector3.down * 0.5f + Vector3.left * 0.5f; | |
v[3] = centerPos + Vector3.down * 0.5f + Vector3.right * 0.5f; | |
//verticesの登録 | |
for (int i = 0; i < 4; i++) { | |
int index = SearchVertex (v [i]); | |
if (index == -1) { | |
cc.GetComponent<CubeCore> ().AddHaveVerticesCount (); | |
vertices.Add (v [i]); | |
if (SearchVertex (v [i] + Vector3.down) != -1) { | |
uvs.Add (new Vector2 (uvs [SearchVertex (v [i] + Vector3.down)].x, uvs [SearchVertex (v [i] + Vector3.down)].y + 1)); | |
} else if (SearchVertex (v [i] + Vector3.up) != -1) { | |
uvs.Add (new Vector2 (uvs [SearchVertex (v [i] + Vector3.up)].x, uvs [SearchVertex (v [i] + Vector3.up)].y - 1)); | |
} else if (SearchVertex (v [i] + Vector3.left) != -1) { | |
uvs.Add (new Vector2 (uvs [SearchVertex (v [i] + Vector3.left)].x + 1, uvs [SearchVertex (v [i] + Vector3.left)].y)); | |
} else if (SearchVertex (v [i] + Vector3.right) != -1) { | |
uvs.Add (new Vector2 (uvs [SearchVertex (v [i] + Vector3.right)].x - 1, uvs [SearchVertex (v [i] + Vector3.right)].y)); | |
} else { | |
uvs.Add (new Vector2 (0, 0)); | |
} | |
use_vertices1 [i] = vertices.Count - 1; | |
} else { | |
use_vertices1[i] = index; | |
} | |
} | |
//trianglesの登録 | |
triangles.Add (use_vertices1 [0]); | |
triangles.Add (use_vertices1 [2]); | |
triangles.Add (use_vertices1 [1]); | |
triangles.Add (use_vertices1 [0]); | |
triangles.Add (use_vertices1 [3]); | |
triangles.Add (use_vertices1 [2]); | |
/********** | |
* 表面 | |
* ********/ | |
int[] use_vertices2 = new int[4]; | |
v[0] = centerPos + Vector3.up * 0.5f + Vector3.right * 0.5f + Vector3.forward; | |
v[1] = centerPos + Vector3.up * 0.5f + Vector3.left * 0.5f + Vector3.forward; | |
v[2] = centerPos + Vector3.down * 0.5f + Vector3.left * 0.5f + Vector3.forward; | |
v[3] = centerPos + Vector3.down * 0.5f + Vector3.right * 0.5f + Vector3.forward; | |
//verticesの登録 | |
for (int i = 0; i < 4; i++) { | |
int index = SearchVertex (v [i]); | |
if (index == -1) { | |
cc.GetComponent<CubeCore> ().AddHaveVerticesCount (); | |
vertices.Add (v [i]); | |
use_vertices2 [i] = vertices.Count - 1; | |
uvs.Add (new Vector2 (0, 0)); | |
} else { | |
use_vertices2 [i] = index; | |
} | |
} | |
//trianglesの登録 | |
triangles.Add (use_vertices2 [0]); | |
triangles.Add (use_vertices2 [1]); | |
triangles.Add (use_vertices2 [2]); | |
triangles.Add (use_vertices2 [0]); | |
triangles.Add (use_vertices2 [2]); | |
triangles.Add (use_vertices2 [3]); | |
//側面 | |
triangles.Add (use_vertices1 [0]); | |
triangles.Add (use_vertices2 [0]); | |
triangles.Add (use_vertices2 [3]); | |
triangles.Add (use_vertices2 [3]); | |
triangles.Add (use_vertices1 [3]); | |
triangles.Add (use_vertices1 [0]); | |
triangles.Add (use_vertices1 [0]); | |
triangles.Add (use_vertices2 [1]); | |
triangles.Add (use_vertices2 [0]); | |
triangles.Add (use_vertices2 [1]); | |
triangles.Add (use_vertices1 [0]); | |
triangles.Add (use_vertices1 [1]); | |
triangles.Add (use_vertices2 [2]); | |
triangles.Add (use_vertices2 [1]); | |
triangles.Add (use_vertices1 [2]); | |
triangles.Add (use_vertices1 [1]); | |
triangles.Add (use_vertices1 [2]); | |
triangles.Add (use_vertices2 [1]); | |
triangles.Add (use_vertices2 [3]); | |
triangles.Add (use_vertices2 [2]); | |
triangles.Add (use_vertices1 [2]); | |
triangles.Add (use_vertices1 [2]); | |
triangles.Add (use_vertices1 [3]); | |
triangles.Add (use_vertices2 [3]); | |
Mesh mesh = new Mesh (); | |
mesh.vertices = vertices.ToArray(); | |
mesh.triangles = triangles.ToArray(); | |
mesh.uv = uvs.ToArray (); | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
return mesh; | |
} | |
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