참조 : 링크
using UnityEngine;
using System.Collections;
using System;
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class TestCubeScripts : MonoBehaviour
{
public int xSize, ySize, zSize;
private Mesh mesh;
private Vector3[] vertices;
private void Awake() {
Generate();
}
private void Generate() {
CreateVertices(); //점 계산하여 추가하기.
CreateTriangles();
}
private void CreateVertices() {
GetComponent<MeshFilter>().mesh = mesh = new Mesh();
mesh.name = "Procedural Cube";
WaitForSeconds wait = new WaitForSeconds(0.05f);
int cornerVertices = 8;
int edgeVertices = (xSize + ySize + zSize - 3) * 4;
int faceVertices = (
(xSize - 1) * (ySize - 1) +
(xSize - 1) * (zSize - 1) +
(ySize - 1) * (zSize - 1)) * 2;
vertices = new Vector3[cornerVertices + edgeVertices + faceVertices];
int v = 0;
for (int y = 0; y <= ySize; y++) {
for (int x = 0; x <= xSize; x++) {
vertices[v++] = new Vector3(x, y, 0);
}
for (int z = 1; z <= zSize; z++) {
vertices[v++] = new Vector3(xSize, y, z);
}
for (int x = xSize - 1; x >= 0; x--) {
vertices[v++] = new Vector3(x, y, zSize);
}
for (int z = zSize - 1; z > 0; z--) {
vertices[v++] = new Vector3(0, y, z);
}
}
for (int z = 1; z < zSize; z++) {
for (int x = 1; x < xSize; x++) {
vertices[v++] = new Vector3(x, ySize, z);
}
}
for (int z = 1; z < zSize; z++) {
for (int x = 1; x < xSize; x++) {
vertices[v++] = new Vector3(x, 0, z);
}
}
mesh.vertices = vertices;
}
private void CreateTriangles() {
int quads = (xSize * ySize + xSize * zSize + ySize * zSize) * 2;
int[] triangles = new int[quads * 6];
int ring = (xSize + zSize) * 2;
int t = 0, v = 0;
for (int y = 0; y < ySize; y++, v++) { //높이(y)값에 따라서 반복해서 그림
for (int q = 0; q < ring - 1; q++, v++) { // 둘레를 따라서 그려주기.
t = SetQuad(triangles, t, v, v + 1, v + ring, v + ring + 1);
}
t = SetQuad(triangles, t, v, v - ring + 1, v + ring, v + 1); // 이게 삐죽 튀어나온 관계로 마지막 하나는 따로 그림
}
t = CreateTopFace(triangles, t, ring);
t = CreateBottomFace(triangles, t, ring);
mesh.triangles = triangles;
}
private int CreateTopFace(int[] triangles, int t, int ring) {
int v = ring * ySize;
for (int x = 0; x < xSize - 1; x++, v++) {
t = SetQuad(triangles, t, v, v + 1, v + ring - 1, v + ring);
}
t = SetQuad(triangles, t, v, v + 1, v + ring - 1, v + 2);
int vMin = ring * (ySize + 1) - 1;
int vMid = vMin + 1;
int vMax = v + 2;
for (int z = 1; z < zSize - 1; z++, vMin--, vMid++, vMax++) {
t = SetQuad(triangles, t, vMin, vMid, vMin - 1, vMid + xSize - 1);
for (int x = 1; x < xSize - 1; x++, vMid++) {
t = SetQuad(
triangles, t,
vMid, vMid + 1, vMid + xSize - 1, vMid + xSize);
}
t = SetQuad(triangles, t, vMid, vMax, vMid + xSize - 1, vMax + 1);
}
int vTop = vMin - 2;
t = SetQuad(triangles, t, vMin, vMid, vTop + 1, vTop);
for (int x = 1; x < xSize - 1; x++, vTop--, vMid++) {
t = SetQuad(triangles, t, vMid, vMid + 1, vTop, vTop - 1);
}
t = SetQuad(triangles, t, vMid, vTop - 2, vTop, vTop - 1);
return t;
}
private int CreateBottomFace(int[] triangles, int t, int ring) {
int v = 1;
int vMid = vertices.Length - (xSize - 1) * (zSize - 1);
t = SetQuad(triangles, t, ring - 1, vMid, 0, 1);
for (int x = 1; x < xSize - 1; x++, v++, vMid++) {
t = SetQuad(triangles, t, vMid, vMid + 1, v, v + 1);
}
t = SetQuad(triangles, t, vMid, v + 2, v, v + 1);
int vMin = ring - 2;
vMid -= xSize - 2;
int vMax = v + 2;
for (int z = 1; z < zSize - 1; z++, vMin--, vMid++, vMax++) {
t = SetQuad(triangles, t, vMin, vMid + xSize - 1, vMin + 1, vMid);
for (int x = 1; x < xSize - 1; x++, vMid++) {
t = SetQuad(
triangles, t,
vMid + xSize - 1, vMid + xSize, vMid, vMid + 1);
}
t = SetQuad(triangles, t, vMid + xSize - 1, vMax + 1, vMid, vMax);
}
int vTop = vMin - 1;
t = SetQuad(triangles, t, vTop + 1, vTop, vTop + 2, vMid);
for (int x = 1; x < xSize - 1; x++, vTop--, vMid++) {
t = SetQuad(triangles, t, vTop, vTop - 1, vMid, vMid + 1);
}
t = SetQuad(triangles, t, vTop, vTop - 1, vMid, vTop - 2);
return t;
}
private static int SetQuad(int[] triangles, int i, int v00, int v10, int v01, int v11) {
triangles[i] = v00;
triangles[i + 1] = triangles[i + 4] = v01;
triangles[i + 2] = triangles[i + 3] = v10;
triangles[i + 5] = v11;
return i + 6;
}
private void OnDrawGizmos() {
if (vertices == null) {
return;
}
Gizmos.color = Color.black;
for (int i = 0; i < vertices.Length; i++) {
Gizmos.DrawSphere(vertices[i], 0.1f);
}
}
}
링크에 보면 둥긍둥글한 큐브 만드는 방법도 나오는데 나중을 기약..
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