Esempio n. 1
0
    static void Create()
    {
        const int DEG_NUM = 256;
//		const int UV_DEG_NUM = 1; //DEG_NUM;
        GameObject newGameobject = new GameObject("Circle" + DEG_NUM.ToString());

        MeshRenderer meshRenderer = newGameobject.AddComponent <MeshRenderer> ();

        meshRenderer.material = new Material(Shader.Find("Diffuse"));
        //meshRenderer.sharedMaterial.mainTexture =
        //	(Texture)AssetDatabase.LoadAssetAtPath("Assets/test.png", typeof(Texture2D));

        MeshFilter meshFilter = newGameobject.AddComponent <MeshFilter> ();

        meshFilter.mesh = new Mesh();
        Mesh mesh = meshFilter.sharedMesh;

        mesh.name = "Circle" + DEG_NUM.ToString() + "XY";

        Vector3[] verts = new Vector3[DEG_NUM + 1];
        Vector2[] uvs   = new Vector2[DEG_NUM + 1];
        Vector3[] norms = new Vector3[DEG_NUM + 1];
        Color[]   cols  = new Color[DEG_NUM + 1];
        verts[0] = new Vector3(0.0f, 0.0f, 0.0f);
        uvs[0]   = new Vector2(0.5f, 0.0f);
        norms[0] = new Vector3(0.0f, 0.0f, 1.0f);
        cols[0]  = new Color(1.0f, 1.0f, 1.0f, 1.0f);
        for (int ii = 0; ii < DEG_NUM; ++ii)
        {
            float fx = Mathf.Cos(Mathf.PI * 2.0f * ((float)ii / (float)DEG_NUM)) * 0.5f;
            float fy = Mathf.Sin(Mathf.PI * 2.0f * ((float)ii / (float)DEG_NUM)) * 0.5f;
            verts[ii + 1] = new Vector3(fx, fy, 0.0f);
            norms[ii + 1] = new Vector3(0.0f, 0.0f, 1.0f);
            cols[ii + 1]  = new Color(1.0f, 1.0f, 1.0f, 1.0f);
        }

        for (int ii = 0; ii < DEG_NUM; ++ii)
        {
//			float fx = Mathf.Cos(Mathf.PI*2.0f * ((float)ii / (float)UV_DEG_NUM))*0.5f;
//			float fy = Mathf.Sin(Mathf.PI*2.0f * ((float)ii / (float)UV_DEG_NUM))*0.5f;
//			uvs[ii+1]= new Vector2(fx+0.5f,fy+0.5f);
            uvs[ii + 1] = new Vector2(ii % 1 == 0?0.0f:1.0f, 1.0f);
        }

        int[] tris = new int[DEG_NUM * 3];
        for (int ii = 0; ii < DEG_NUM; ++ii)
        {
            tris[ii * 3 + 0] = 0;
            tris[ii * 3 + 1] = (ii < (DEG_NUM - 1)) ? (ii + 2) : 1;
            tris[ii * 3 + 2] = ii + 1;
        }

        mesh.vertices  = verts;
        mesh.triangles = tris;
        mesh.uv        = uvs;
        mesh.normals   = norms;
        mesh.colors    = cols;

        mesh.RecalculateNormals();              // 法線の再計算
        mesh.RecalculateBounds();               // バウンディングボリュームの再計算
        mesh.Optimize();

        AssetDatabase.CreateAsset(mesh, "Assets/" + mesh.name + ".asset");
        AssetDatabase.SaveAssets();
    }
    static void Create()
    {
        const int   DEG_NUM = 256;
        const float MAX_RAD = 1.0f;
        const float MIN_RAD = 0.5f;
//		const int UV_DEG_NUM = 1; //DEG_NUM;
        GameObject newGameobject = new GameObject("Ring" + DEG_NUM.ToString() + "XY");

        MeshRenderer meshRenderer = newGameobject.AddComponent <MeshRenderer> ();

        meshRenderer.material = new Material(Shader.Find("Diffuse"));
        //meshRenderer.sharedMaterial.mainTexture =
        //	(Texture)AssetDatabase.LoadAssetAtPath("Assets/test.png", typeof(Texture2D));

        MeshFilter meshFilter = newGameobject.AddComponent <MeshFilter> ();

        meshFilter.mesh = new Mesh();
        Mesh mesh = meshFilter.sharedMesh;

        mesh.name = "Ring" + DEG_NUM.ToString() + "XY";

        Vector3[] vertices  = new Vector3[(DEG_NUM + 1) * 2];
        int[]     triangles = new int[(DEG_NUM + 1) * 6];
        Vector2[] uv        = new Vector2[(DEG_NUM + 1) * 2];
        Color[]   colors    = new Color[(DEG_NUM + 1) * 2];
        Vector3[] normals   = new Vector3[(DEG_NUM + 1) * 2];

        int cnt = 0;

        for (int ii = 0; ii <= DEG_NUM; ++ii)
        {
            float fx = Mathf.Cos(Mathf.PI * 2.0f * ((float)ii / (float)DEG_NUM));
            float fy = Mathf.Sin(Mathf.PI * 2.0f * ((float)ii / (float)DEG_NUM));
            vertices[cnt * 2 + 0]  = new Vector3(fx * MAX_RAD * 0.5f, fy * MAX_RAD * 0.5f, 0.0f);
            vertices[cnt * 2 + 1]  = new Vector3(fx * MIN_RAD * 0.5f, fy * MIN_RAD * 0.5f, 0.0f);
            triangles[cnt * 6 + 0] = cnt * 2 + 0;
            triangles[cnt * 6 + 1] = cnt * 2 + 1;
            triangles[cnt * 6 + 2] = (ii < (DEG_NUM)) ? (cnt * 2 + 2) : 0;
            triangles[cnt * 6 + 3] = cnt * 2 + 0;
            triangles[cnt * 6 + 4] = (ii > 0) ? (cnt * 2 - 1) : 0;
            triangles[cnt * 6 + 5] = cnt * 2 + 1;
//			uv[cnt*2+0] = new Vector2(vertices[cnt*2+0].x+0.5f,vertices[cnt*2+0].y+0.5f);
//			uv[cnt*2+1] = new Vector2(vertices[cnt*2+1].x+0.5f,vertices[cnt*2+1].y+0.5f);
            uv[cnt * 2 + 0]     = new Vector2((float)ii / (float)DEG_NUM, 0.0f);
            uv[cnt * 2 + 1]     = new Vector2((float)ii / (float)DEG_NUM, 1.0f);
            colors[cnt * 2 + 0] = colors[cnt * 2 + 1] = new Color(0.5f, 0.5f, 0.5f, 1.0f);
            cnt++;
        }
        mesh.vertices  = vertices;
        mesh.triangles = triangles;
        mesh.uv        = uv;
        mesh.colors    = colors;
        mesh.normals   = normals;
        mesh.RecalculateNormals();
        mesh.RecalculateBounds();
        mesh.Optimize();
        mesh.SetIndices(mesh.GetIndices(0), MeshTopology.Triangles, 0);

        AssetDatabase.CreateAsset(mesh, "Assets/" + mesh.name + ".asset");
        AssetDatabase.SaveAssets();
    }