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ポリゴンを出力するチュートリアルをちょっとだけ改造したメモ。[tutorial](http://catlikecoding.com/unity/tutorials/procedural-grid/)
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class CubeTest : MonoBehaviour {
public int xSize, ySize;
void Awake(){
StartCoroutine( this.Generate() );
}
Vector3[] vertices;
IEnumerator Generate(){
var wait = new WaitForSeconds(0.05f);
Mesh mesh;
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Procedural Grid";
// 頂点情報
this.vertices = new Vector3[ (this.xSize + 1 ) * ( this.ySize + 1 )];
// UV情報
Vector2[] uv = new Vector2[vertices.Length];
Vector4[] tangents = new Vector4[vertices.Length];
Vector4 tangent = new Vector4(1f, 0f, 0f, -1f); // [Thus w should always be 1 or -1.](http://docs.unity3d.com/ja/current/ScriptReference/Mesh-tangents.html)
for (int i = 0, y = 0; y <= this.ySize; y++) {
for (int x = 0; x <= this.xSize; x++, i++) {
this.vertices[i] = new Vector3(x, y); // モデル座標空間における値
//uv[i] = new Vector2(x / xSize, y / ySize);
uv[i] = new Vector2((float)x / xSize, (float)y / ySize);
//yield return wait;
tangents[i] = tangent;
}
}
// 頂点を入れる
mesh.vertices = vertices;
// uv情報を入れる
mesh.uv = uv;
mesh.tangents = tangents;
int[] triangles = new int[ xSize * ySize * 6 ];
for( int y = 0,count = 0, total = 0; y < this.ySize; y ++, total ++ ){
for(int x = 0; x < this.xSize; x++, count += 6, total ++ ){
this.DrawTriCorrectLocation (ref triangles, count, total);
mesh.triangles = triangles; // 代入すると描画される
yield return wait;
this.DrawTriInversion (ref triangles, count, total);
mesh.triangles = triangles;
yield return wait;
Debug.Log("Draw" + x + ":" + y);
}
}
mesh.RecalculateNormals();
}
void DrawTriCorrectLocation(ref int[] triangles, int count, int total ){
triangles[ count + 0] = total;
triangles[ count + 1] = total + xSize + 1;
triangles[ count + 2] = total + 1;
}
void DrawTriInversion( ref int[] triangles, int count, int total ){
triangles[ count + 3 ] = total + 1;
triangles[ count + 4 ] = total + xSize + 1;
triangles[ count + 5 ] = total + xSize + 2;
}
void OnDrawGizmos(){
if( this.vertices == null ) return;
Gizmos.color = Color.black;
for( int i = 0; i < this.vertices.Length; i++ ){
Gizmos.DrawSphere( this.vertices[i] + this.transform.position, 0.1f ); // モデル座標空間における位置に自身の位置を合算させる。
}
}
}
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