2016. 2. 22. 05:44
C# - Plane
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 | // You can change that line to provideanother MeshFilter MeshFilter filter =gameObject.AddComponent< MeshFilter >(); Mesh mesh = filter.mesh; mesh.Clear(); float length = 1f; float width = 1f; int resX = 2; // 2 minimum int resZ = 2; #region Vertices Vector3[] vertices = new Vector3[ resX *resZ ]; for(int z = 0; z < resZ; z++) { //[ -length / 2, length / 2 ] floatzPos = ((float)z / (resZ - 1) - .5f) * length; for(intx = 0; x < resX; x++) { //[ -width / 2, width / 2 ] floatxPos = ((float)x / (resX - 1) - .5f) * width; vertices[x + z * resX ] = new Vector3( xPos, 0f, zPos ); } } #endregion #region Normales Vector3[] normales = new Vector3[vertices.Length ]; for( int n = 0; n < normales.Length; n++) normales[n]= Vector3.up; #endregion #region UVs Vector2[] uvs = new Vector2[vertices.Length ]; for(int v = 0; v < resZ; v++) { for(intu = 0; u < resX; u++) { uvs[u + v * resX ] = new Vector2( (float)u / (resX - 1), (float)v / (resZ - 1) ); } } #endregion #region Triangles int nbFaces = (resX - 1) * (resZ - 1); int[] triangles = new int[ nbFaces * 6 ]; int t = 0; for(int face = 0; face < nbFaces; face++) { //Retrieve lower left corner from face ind inti = face % (resX - 1) + (face / (resZ - 1) * resX); triangles[t++]= i + resX; triangles[t++]= i + 1; triangles[t++]= i; triangles[t++]= i + resX; triangles[t++]= i + resX + 1; triangles[t++]= i + 1; } #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); mesh.Optimize(); C# - Box // You can change that line to provideanother MeshFilter MeshFilter filter =gameObject.AddComponent< MeshFilter >(); Mesh mesh = filter.mesh; mesh.Clear(); float length = 1f; float width = 1f; float height = 1f; #region Vertices Vector3 p0 = new Vector3( -length * .5f, -width * .5f, height * .5f ); Vector3 p1 = new Vector3( length * .5f, -width * .5f, height * .5f ); Vector3 p2 = new Vector3( length * .5f, -width * .5f, -height * .5f ); Vector3 p3 = new Vector3( -length * .5f, -width * .5f, -height * .5f ); Vector3 p4 = new Vector3( -length * .5f, width * .5f, height * .5f ); Vector3 p5 = new Vector3( length * .5f, width * .5f, height * .5f ); Vector3 p6 = new Vector3( length * .5f, width * .5f, -height * .5f ); Vector3 p7 = new Vector3( -length * .5f, width * .5f, -height * .5f ); Vector3[] vertices = new Vector3[] { //Bottom p0,p1, p2, p3, //Left p7,p4, p0, p3, //Front p4,p5, p1, p0, //Back p6,p7, p3, p2, //Right p5,p6, p2, p1, //Top p7,p6, p5, p4 }; #endregion #region Normales Vector3 up =Vector3.up; Vector3 down = Vector3.down; Vector3 front = Vector3.forward; Vector3 back = Vector3.back; Vector3 left = Vector3.left; Vector3 right = Vector3.right; Vector3[] normales = new Vector3[] { //Bottom down,down, down, down, //Left left,left, left, left, //Front front,front, front, front, //Back back,back, back, back, //Right right,right, right, right, //Top up,up, up, up }; #endregion #region UVs Vector2 _00 = new Vector2( 0f, 0f ); Vector2 _10 = new Vector2( 1f, 0f ); Vector2 _01 = new Vector2( 0f, 1f ); Vector2 _11 = new Vector2( 1f, 1f ); Vector2[] uvs = new Vector2[] { //Bottom _11,_01, _00, _10, //Left _11,_01, _00, _10, //Front _11,_01, _00, _10, //Back _11,_01, _00, _10, //Right _11,_01, _00, _10, //Top _11,_01, _00, _10, }; #endregion #region Triangles int[] triangles = new int[] { //Bottom 3,1, 0, 3,2, 1, //Left 3+ 4 * 1, 1 + 4 * 1, 0 + 4 * 1, 3+ 4 * 1, 2 + 4 * 1, 1 + 4 * 1, //Front 3+ 4 * 2, 1 + 4 * 2, 0 + 4 * 2, 3+ 4 * 2, 2 + 4 * 2, 1 + 4 * 2, //Back 3+ 4 * 3, 1 + 4 * 3, 0 + 4 * 3, 3+ 4 * 3, 2 + 4 * 3, 1 + 4 * 3, //Right 3+ 4 * 4, 1 + 4 * 4, 0 + 4 * 4, 3+ 4 * 4, 2 + 4 * 4, 1 + 4 * 4, //Top 3+ 4 * 5, 1 + 4 * 5, 0 + 4 * 5, 3+ 4 * 5, 2 + 4 * 5, 1 + 4 * 5, }; #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); mesh.Optimize(); | cs |
C# - Cone
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 | //Note that cylinders (bottomRadius ==topRadius) and pyramids (4 sides, topRadius == 0) are types of cones, and canbe created with this script. MeshFilter filter =gameObject.AddComponent<MeshFilter>(); Mesh mesh = filter.mesh; mesh.Clear(); float height = 1f; float bottomRadius = .25f; float topRadius = .05f; int nbSides = 18; int nbHeightSeg = 1; // Not implemented yet int nbVerticesCap = nbSides + 1; #region Vertices // bottom + top + sides Vector3[] vertices = newVector3[nbVerticesCap + nbVerticesCap + nbSides * nbHeightSeg * 2 + 2]; int vert = 0; float _2pi = Mathf.PI * 2f; // Bottom cap vertices[vert++] = new Vector3(0f, 0f, 0f); while( vert <= nbSides ) { floatrad = (float)vert / nbSides * _2pi; vertices[vert]= new Vector3(Mathf.Cos(rad) * bottomRadius, 0f, Mathf.Sin(rad) *bottomRadius); vert++; } // Top cap vertices[vert++] = new Vector3(0f, height,0f); while (vert <= nbSides * 2 + 1) { floatrad = (float)(vert - nbSides - 1) /nbSides * _2pi; vertices[vert]= new Vector3(Mathf.Cos(rad) * topRadius, height, Mathf.Sin(rad) * topRadius); vert++; } // Sides int v = 0; while (vert <= vertices.Length - 4 ) { floatrad = (float)v / nbSides * _2pi; vertices[vert]= new Vector3(Mathf.Cos(rad) * topRadius, height, Mathf.Sin(rad) * topRadius); vertices[vert+ 1] = new Vector3(Mathf.Cos(rad) * bottomRadius, 0, Mathf.Sin(rad) *bottomRadius); vert+=2; v++; } vertices[vert] = vertices[ nbSides * 2 + 2]; vertices[vert + 1] = vertices[nbSides * 2 +3 ]; #endregion #region Normales // bottom + top + sides Vector3[] normales = newVector3[vertices.Length]; vert = 0; // Bottom cap while( vert <= nbSides ) { normales[vert++]= Vector3.down; } // Top cap while( vert <= nbSides * 2 + 1 ) { normales[vert++]= Vector3.up; } // Sides v = 0; while (vert <= vertices.Length - 4 ) { floatrad = (float)v / nbSides * _2pi; floatcos = Mathf.Cos(rad); floatsin = Mathf.Sin(rad); normales[vert]= new Vector3(cos, 0f, sin); normales[vert+1]= normales[vert]; vert+=2; v++; } normales[vert] = normales[ nbSides * 2 + 2]; normales[vert + 1] = normales[nbSides * 2 +3 ]; #endregion #region UVs Vector2[] uvs = newVector2[vertices.Length]; // Bottom cap int u = 0; uvs[u++] = new Vector2(0.5f, 0.5f); while (u <= nbSides) { float rad = (float)u / nbSides * _2pi; uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f +.5f); u++; } // Top cap uvs[u++] = new Vector2(0.5f, 0.5f); while (u <= nbSides * 2 + 1) { float rad = (float)u / nbSides * _2pi; uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f +.5f); u++; } // Sides int u_sides = 0; while (u <= uvs.Length - 4 ) { float t = (float)u_sides / nbSides; uvs[u] = new Vector3(t, 1f); uvs[u + 1] = new Vector3(t, 0f); u+= 2; u_sides++; } uvs[u] = new Vector2(1f, 1f); uvs[u + 1] = new Vector2(1f, 0f); #endregion #region Triangles int nbTriangles = nbSides + nbSides +nbSides*2; int[] triangles = new int[nbTriangles * 3 +3]; // Bottom cap int tri = 0; int i = 0; while (tri < nbSides - 1) { triangles[i ] = 0; triangles[i+1 ] = tri + 1; triangles[i+2 ] = tri + 2; tri++; i+= 3; } triangles[i] = 0; triangles[i + 1] = tri + 1; triangles[i + 2] = 1; tri++; i += 3; // Top cap //tri++; while (tri < nbSides*2) { triangles[i ] = tri + 2; triangles[i+ 1] = tri + 1; triangles[i+ 2] = nbVerticesCap; tri++; i+= 3; } triangles[i] = nbVerticesCap + 1; triangles[i + 1] = tri + 1; triangles[i + 2] = nbVerticesCap; tri++; i += 3; tri++; // Sides while( tri <= nbTriangles ) { triangles[i ] = tri + 2; triangles[i+1 ] = tri + 1; triangles[i+2 ] = tri + 0; tri++; i+= 3; triangles[i ] = tri + 1; triangles[i+1 ] = tri + 2; triangles[i+2 ] = tri + 0; tri++; i+= 3; } #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); mesh.Optimize(); | cs |
C# - Tube
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 | MeshFilter filter =gameObject.AddComponent<MeshFilter>(); Mesh mesh = filter.mesh; mesh.Clear(); float height = 1f; int nbSides = 24; // Outter shell is at radius1 + radius2 /2, inner shell at radius1 - radius2 / 2 float bottomRadius1 = .5f; float bottomRadius2 = .15f; float topRadius1 = .5f; float topRadius2 = .15f; int nbVerticesCap = nbSides * 2 + 2; int nbVerticesSides = nbSides * 2 + 2; #region Vertices // bottom + top + sides Vector3[] vertices = newVector3[nbVerticesCap * 2 + nbVerticesSides * 2]; int vert = 0; float _2pi = Mathf.PI * 2f; // Bottom cap int sideCounter = 0; while( vert < nbVerticesCap ) { sideCounter= sideCounter == nbSides ? 0 : sideCounter; floatr1 = (float)(sideCounter++) / nbSides * _2pi; floatcos = Mathf.Cos(r1); floatsin = Mathf.Sin(r1); vertices[vert]= new Vector3( cos * (bottomRadius1 - bottomRadius2 * .5f), 0f, sin * (bottomRadius1- bottomRadius2 * .5f)); vertices[vert+1]= new Vector3( cos * (bottomRadius1 + bottomRadius2 * .5f), 0f, sin *(bottomRadius1 + bottomRadius2 * .5f)); vert+= 2; } // Top cap sideCounter = 0; while( vert < nbVerticesCap * 2 ) { sideCounter= sideCounter == nbSides ? 0 : sideCounter; floatr1 = (float)(sideCounter++) / nbSides * _2pi; floatcos = Mathf.Cos(r1); floatsin = Mathf.Sin(r1); vertices[vert]= new Vector3( cos * (topRadius1 - topRadius2 * .5f), height, sin * (topRadius1- topRadius2 * .5f)); vertices[vert+1]= new Vector3( cos * (topRadius1 + topRadius2 * .5f), height, sin * (topRadius1+ topRadius2 * .5f)); vert+= 2; } // Sides (out) sideCounter = 0; while (vert < nbVerticesCap * 2 +nbVerticesSides ) { sideCounter= sideCounter == nbSides ? 0 : sideCounter; floatr1 = (float)(sideCounter++) / nbSides * _2pi; floatcos = Mathf.Cos(r1); floatsin = Mathf.Sin(r1); vertices[vert]= new Vector3(cos * (topRadius1 + topRadius2 * .5f), height, sin * (topRadius1+ topRadius2 * .5f)); vertices[vert+ 1] = new Vector3(cos * (bottomRadius1 + bottomRadius2 * .5f), 0, sin *(bottomRadius1 + bottomRadius2 * .5f)); vert+=2; } // Sides (in) sideCounter = 0; while (vert < vertices.Length ) { sideCounter= sideCounter == nbSides ? 0 : sideCounter; floatr1 = (float)(sideCounter++) / nbSides * _2pi; floatcos = Mathf.Cos(r1); floatsin = Mathf.Sin(r1); vertices[vert]= new Vector3(cos * (topRadius1 - topRadius2 * .5f), height, sin * (topRadius1- topRadius2 * .5f)); vertices[vert+ 1] = new Vector3(cos * (bottomRadius1 - bottomRadius2 * .5f), 0, sin *(bottomRadius1 - bottomRadius2 * .5f)); vert+= 2; } #endregion #region Normales // bottom + top + sides Vector3[] normales = newVector3[vertices.Length]; vert = 0; // Bottom cap while( vert < nbVerticesCap ) { normales[vert++]= Vector3.down; } // Top cap while( vert < nbVerticesCap * 2 ) { normales[vert++]= Vector3.up; } // Sides (out) sideCounter = 0; while (vert < nbVerticesCap * 2 +nbVerticesSides ) { sideCounter= sideCounter == nbSides ? 0 : sideCounter; floatr1 = (float)(sideCounter++) / nbSides * _2pi; normales[vert]= new Vector3(Mathf.Cos(r1), 0f, Mathf.Sin(r1)); normales[vert+1]= normales[vert]; vert+=2; } // Sides (in) sideCounter = 0; while (vert < vertices.Length ) { sideCounter= sideCounter == nbSides ? 0 : sideCounter; floatr1 = (float)(sideCounter++) / nbSides * _2pi; normales[vert]= -(new Vector3(Mathf.Cos(r1), 0f, Mathf.Sin(r1))); normales[vert+1]= normales[vert]; vert+=2; } #endregion #region UVs Vector2[] uvs = newVector2[vertices.Length]; vert = 0; // Bottom cap sideCounter = 0; while( vert < nbVerticesCap ) { floatt = (float)(sideCounter++) / nbSides; uvs[vert++ ] = new Vector2( 0f, t ); uvs[vert++ ] = new Vector2( 1f, t ); } // Top cap sideCounter = 0; while( vert < nbVerticesCap * 2 ) { floatt = (float)(sideCounter++) / nbSides; uvs[vert++ ] = new Vector2( 0f, t ); uvs[vert++ ] = new Vector2( 1f, t ); } // Sides (out) sideCounter = 0; while (vert < nbVerticesCap * 2 +nbVerticesSides ) { floatt = (float)(sideCounter++) / nbSides; uvs[vert++ ] = new Vector2( t, 0f ); uvs[vert++ ] = new Vector2( t, 1f ); } // Sides (in) sideCounter = 0; while (vert < vertices.Length ) { floatt = (float)(sideCounter++) / nbSides; uvs[vert++ ] = new Vector2( t, 0f ); uvs[vert++ ] = new Vector2( t, 1f ); } #endregion #region Triangles int nbFace = nbSides * 4; int nbTriangles = nbFace * 2; int nbIndexes = nbTriangles * 3; int[] triangles = new int[nbIndexes]; // Bottom cap int i = 0; sideCounter = 0; while (sideCounter < nbSides) { intcurrent = sideCounter * 2; intnext = sideCounter * 2 + 2; triangles[i++ ] = next + 1; triangles[i++ ] = next; triangles[i++ ] = current; triangles[i++ ] = current + 1; triangles[i++ ] = next + 1; triangles[i++ ] = current; sideCounter++; } // Top cap while (sideCounter < nbSides * 2) { intcurrent = sideCounter * 2 + 2; intnext = sideCounter * 2 + 4; triangles[i++ ] = current; triangles[i++ ] = next; triangles[i++ ] = next + 1; triangles[i++ ] = current; triangles[i++ ] = next + 1; triangles[i++ ] = current + 1; sideCounter++; } // Sides (out) while( sideCounter < nbSides * 3 ) { intcurrent = sideCounter * 2 + 4; intnext = sideCounter * 2 + 6; triangles[i++ ] = current; triangles[i++ ] = next; triangles[i++ ] = next + 1; triangles[i++ ] = current; triangles[i++ ] = next + 1; triangles[i++ ] = current + 1; sideCounter++; } // Sides (in) while( sideCounter < nbSides * 4 ) { intcurrent = sideCounter * 2 + 6; intnext = sideCounter * 2 + 8; triangles[i++ ] = next + 1; triangles[i++ ] = next; triangles[i++ ] = current; triangles[i++ ] = current + 1; triangles[i++ ] = next + 1; triangles[i++ ] = current; sideCounter++; } #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); mesh.Optimize(); | cs |
C# - Torus
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 | MeshFilter filter =gameObject.AddComponent< MeshFilter >(); Mesh mesh = filter.mesh; mesh.Clear(); float radius1 = 1f; float radius2 = .3f; int nbRadSeg = 24; int nbSides = 18; #region Vertices Vector3[] vertices = newVector3[(nbRadSeg+1) * (nbSides+1)]; float _2pi = Mathf.PI * 2f; for( int seg = 0; seg <= nbRadSeg; seg++) { intcurrSeg = seg == nbRadSeg ? 0 : seg; floatt1 = (float)currSeg / nbRadSeg * _2pi; Vector3r1 = new Vector3( Mathf.Cos(t1) * radius1, 0f, Mathf.Sin(t1) * radius1 ); for(int side = 0; side <= nbSides; side++ ) { intcurrSide = side == nbSides ? 0 : side; Vector3normale = Vector3.Cross( r1, Vector3.up ); floatt2 = (float)currSide / nbSides * _2pi; Vector3r2 = Quaternion.AngleAxis( -t1 * Mathf.Rad2Deg, Vector3.up ) *new Vector3(Mathf.Sin(t2) * radius2, Mathf.Cos(t2) * radius2 ); vertices[side+ seg * (nbSides+1)] = r1 + r2; } } #endregion #region Normales Vector3[] normales = newVector3[vertices.Length]; for( int seg = 0; seg <= nbRadSeg; seg++) { intcurrSeg = seg == nbRadSeg ? 0 : seg; floatt1 = (float)currSeg / nbRadSeg * _2pi; Vector3r1 = new Vector3( Mathf.Cos(t1) * radius1, 0f, Mathf.Sin(t1) * radius1 ); for(int side = 0; side <= nbSides; side++ ) { normales[side+ seg * (nbSides+1)] = (vertices[side + seg * (nbSides+1)] - r1).normalized; } } #endregion #region UVs Vector2[] uvs = newVector2[vertices.Length]; for( int seg = 0; seg <= nbRadSeg; seg++) for(int side = 0; side <= nbSides; side++ ) uvs[side+ seg * (nbSides+1)] = new Vector2( (float)seg / nbRadSeg, (float)side /nbSides ); #endregion #region Triangles int nbFaces = vertices.Length; int nbTriangles = nbFaces * 2; int nbIndexes = nbTriangles * 3; int[] triangles = new int[ nbIndexes ]; int i = 0; for( int seg = 0; seg <= nbRadSeg; seg++) { for(int side = 0; side <= nbSides - 1; side++ ) { intcurrent = side + seg * (nbSides+1); intnext = side + (seg < (nbRadSeg) ?(seg+1) * (nbSides+1) : 0); if(i < triangles.Length - 6 ) { triangles[i++]= current; triangles[i++]= next; triangles[i++]= next+1; triangles[i++]= current; triangles[i++]= next+1; triangles[i++]= current+1; } } } #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); mesh.Optimize(); | cs |
C# - Sphere
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 | //Regular sphere. Source :http://stackoverflow.com/questions/4081898/procedurally-generate-a-sphere-mesh MeshFilter filter =gameObject.AddComponent< MeshFilter >(); Mesh mesh = filter.mesh; mesh.Clear(); float radius = 1f; // Longitude ||| int nbLong = 24; // Latitude --- int nbLat = 16; #region Vertices Vector3[] vertices = new Vector3[(nbLong+1)* nbLat + 2]; float _pi = Mathf.PI; float _2pi = _pi * 2f; vertices[0] = Vector3.up * radius; for( int lat = 0; lat < nbLat; lat++ ) { floata1 = _pi * (float)(lat+1) / (nbLat+1); floatsin1 = Mathf.Sin(a1); floatcos1 = Mathf.Cos(a1); for(int lon = 0; lon <= nbLong; lon++ ) { floata2 = _2pi * (float)(lon == nbLong ? 0 : lon) / nbLong; floatsin2 = Mathf.Sin(a2); floatcos2 = Mathf.Cos(a2); vertices[lon + lat * (nbLong + 1) + 1] = new Vector3( sin1 * cos2, cos1, sin1 * sin2 ) *radius; } } vertices[vertices.Length-1] = Vector3.up *-radius; #endregion #region Normales Vector3[] normales = newVector3[vertices.Length]; for( int n = 0; n < vertices.Length; n++) normales[n]= vertices[n].normalized; #endregion #region UVs Vector2[] uvs = newVector2[vertices.Length]; uvs[0] = Vector2.up; uvs[uvs.Length-1] = Vector2.zero; for( int lat = 0; lat < nbLat; lat++ ) for(int lon = 0; lon <= nbLong; lon++ ) uvs[lon+ lat * (nbLong + 1) + 1] = new Vector2( (float)lon / nbLong, 1f -(float)(lat+1) / (nbLat+1) ); #endregion #region Triangles int nbFaces = vertices.Length; int nbTriangles = nbFaces * 2; int nbIndexes = nbTriangles * 3; int[] triangles = new int[ nbIndexes ]; //Top Cap int i = 0; for( int lon = 0; lon < nbLong; lon++ ) { triangles[i++]= lon+2; triangles[i++]= lon+1; triangles[i++]= 0; } //Middle for( int lat = 0; lat < nbLat - 1; lat++) { for(int lon = 0; lon < nbLong; lon++ ) { intcurrent = lon + lat * (nbLong + 1) + 1; intnext = current + nbLong + 1; triangles[i++]= current; triangles[i++]= current + 1; triangles[i++]= next + 1; triangles[i++]= current; triangles[i++]= next + 1; triangles[i++]= next; } } //Bottom Cap for( int lon = 0; lon < nbLong; lon++ ) { triangles[i++]= vertices.Length - 1; triangles[i++]= vertices.Length - (lon+2) - 1; triangles[i++]= vertices.Length - (lon+1) - 1; } #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); mesh.Optimize(); | cs |
C# - IsoSphere
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 | //This is a sphere without poles. Source :http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html //Note : Don't forget to includeSystem.Collections.Generic. And there is no UV yet, not sure how to go about itactually. private static class IsoSphere { private struct TriangleIndices { public int v1; public int v2; public int v3; public TriangleIndices(int v1, int v2, int v3) { this.v1 = v1; this.v2 = v2; this.v3 = v3; } } // return index of point in the middle of p1 and p2 private static int getMiddlePoint(int p1, int p2, refList<Vector3> vertices, ref Dictionary<long, int> cache, floatradius) { // first check if we have it already bool firstIsSmaller = p1 < p2; long smallerIndex = firstIsSmaller ? p1 : p2; long greaterIndex = firstIsSmaller ? p2 : p1; long key = (smallerIndex << 32) + greaterIndex; int ret; if (cache.TryGetValue(key, out ret)) { return ret; } // not in cache, calculate it Vector3 point1 = vertices[p1]; Vector3 point2 = vertices[p2]; Vector3 middle = new Vector3 ( (point1.x + point2.x) / 2f, (point1.y + point2.y) / 2f, (point1.z + point2.z) / 2f ); // add vertex makes sure point is on unit sphere inti = vertices.Count; vertices.Add( middle.normalized * radius ); // store it, return index cache.Add(key, i); return i; } public static void Create() { MeshFilter filter = gameObject.AddComponent< MeshFilter >(); Mesh mesh = filter.mesh; mesh.Clear(); List<Vector3> vertList = new List<Vector3>(); Dictionary<long, int> middlePointIndexCache = new Dictionary<long,int>(); int index = 0; int recursionLevel = 3; float radius = 1f; // create 12 vertices of a icosahedron float t = (1f + Mathf.Sqrt(5f)) / 2f; vertList.Add(new Vector3(-1f, t, 0f).normalized * radius); vertList.Add(new Vector3( 1f, t, 0f).normalized * radius); vertList.Add(new Vector3(-1f, -t, 0f).normalized * radius); vertList.Add(new Vector3( 1f, -t, 0f).normalized * radius); vertList.Add(new Vector3( 0f, -1f, t).normalized * radius); vertList.Add(new Vector3( 0f, 1f, t).normalized * radius); vertList.Add(new Vector3( 0f, -1f, -t).normalized * radius); vertList.Add(new Vector3( 0f, 1f,-t).normalized * radius); vertList.Add(new Vector3( t, 0f,-1f).normalized * radius); vertList.Add(new Vector3( t, 0f, 1f).normalized * radius); vertList.Add(new Vector3(-t, 0f,-1f).normalized * radius); vertList.Add(new Vector3(-t, 0f, 1f).normalized * radius); // create 20 triangles of the icosahedron List<TriangleIndices> faces = new List<TriangleIndices>(); // 5 faces around point 0 faces.Add(new TriangleIndices(0, 11, 5)); faces.Add(new TriangleIndices(0, 5, 1)); faces.Add(new TriangleIndices(0, 1, 7)); faces.Add(new TriangleIndices(0, 7, 10)); faces.Add(new TriangleIndices(0, 10, 11)); // 5 adjacent faces faces.Add(new TriangleIndices(1, 5, 9)); faces.Add(new TriangleIndices(5, 11, 4)); faces.Add(new TriangleIndices(11, 10, 2)); faces.Add(new TriangleIndices(10, 7, 6)); faces.Add(new TriangleIndices(7, 1, 8)); // 5 faces around point 3 faces.Add(new TriangleIndices(3, 9, 4)); faces.Add(new TriangleIndices(3, 4, 2)); faces.Add(new TriangleIndices(3, 2, 6)); faces.Add(new TriangleIndices(3, 6, 8)); faces.Add(new TriangleIndices(3, 8, 9)); // 5 adjacent faces faces.Add(new TriangleIndices(4, 9, 5)); faces.Add(new TriangleIndices(2, 4, 11)); faces.Add(new TriangleIndices(6, 2, 10)); faces.Add(new TriangleIndices(8, 6, 7)); faces.Add(new TriangleIndices(9, 8, 1)); // refine triangles for (int i = 0; i < recursionLevel; i++) { List<TriangleIndices> faces2 = new List<TriangleIndices>(); foreach (var tri in faces) { // replace triangle by 4triangles int a = getMiddlePoint(tri.v1,tri.v2, ref vertList, ref middlePointIndexCache, radius); int b = getMiddlePoint(tri.v2,tri.v3, ref vertList, ref middlePointIndexCache, radius); int c = getMiddlePoint(tri.v3,tri.v1, ref vertList, ref middlePointIndexCache, radius); faces2.Add(newTriangleIndices(tri.v1, a, c)); faces2.Add(newTriangleIndices(tri.v2, b, a)); faces2.Add(newTriangleIndices(tri.v3, c, b)); faces2.Add(newTriangleIndices(a, b, c)); } faces = faces2; } mesh.vertices = vertList.ToArray(); List< int > triList = new List<int>(); for( int i = 0; i <faces.Count; i++ ) { triList.Add( faces[i].v1 ); triList.Add( faces[i].v2 ); triList.Add( faces[i].v3 ); } mesh.triangles = triList.ToArray(); mesh.uv = new Vector2[ vertices.Length ]; Vector3[] normales = new Vector3[ vertList.Count]; for( int i = 0; i < normales.Length; i++ ) normales[i] = vertList[i].normalized; mesh.normals = normales; mesh.RecalculateBounds(); mesh.Optimize(); } } | cs |
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