コード例 #1
0
 public void UpdateWalls(WALL_SIDE transparentSide, WALL_SIDE toDeleteSide)
 {
     this.UpdateWalls(
         new WALL_SIDE[] { transparentSide },
         new WALL_SIDE[] { toDeleteSide }
         );
 }
コード例 #2
0
    public void AddDoor(WALL_SIDE toAddDoor)
    {
        wall[(int)toAddDoor][1] = RoomCreator.Instance.doorWall;
        wall[(int)toAddDoor][2] = wall[(int)toAddDoor][0];

        InitWalls(18);
    }
コード例 #3
0
    // 生成墙的多边形
    private void create_wall_mesh(GameObject game_object, int start, int end, WALL_SIDE side)
    {
        game_object.AddComponent <MeshFilter>();
        game_object.AddComponent <MeshRenderer>();
        game_object.AddComponent <MeshCollider>();

        MeshFilter   mesh_filter   = game_object.GetComponent <MeshFilter>();
        MeshCollider mesh_collider = game_object.GetComponent <MeshCollider>();
        Mesh         mesh          = mesh_filter.mesh;
        MeshRenderer render        = game_object.GetComponent <MeshRenderer>();

        //

        mesh.Clear();
        mesh.name = "wall mesh";

        this.create_wall_mesh_sub(mesh, start, end, side, 1.0f);

        //render.material = this.material;

        /*if(side == WALL_SIDE.LEFT) {
         *
         *      render.material.color = Color.green;
         *
         * } else {
         *
         *      render.material.color = Color.blue;
         * }*/
        render.material = this.wall_material;

        // 碰撞网格

        Mesh coli_mesh = new Mesh();

        coli_mesh.name = "wall mesh(coli)";

        this.create_wall_mesh_sub(coli_mesh, start, end, side, RoadCreator.WallHeight);

        mesh_collider.sharedMesh = coli_mesh;
        mesh_collider.enabled    = true;

        //
    }
コード例 #4
0
    private void create_wall_mesh(GameObject game_object, WALL_SIDE side)
    {
        game_object.AddComponent <MeshFilter>();
        game_object.AddComponent <MeshRenderer>();
        game_object.AddComponent <MeshCollider>();

        MeshFilter   mesh_filter   = game_object.GetComponent <MeshFilter>();
        MeshCollider mesh_collider = game_object.GetComponent <MeshCollider>();
        Mesh         mesh          = mesh_filter.mesh;
        MeshRenderer render        = game_object.GetComponent <MeshRenderer>();

        //

        mesh.Clear();
        mesh.name = "WallMesh";

        Vector3[] vertices  = new Vector3[position_num * 2];
        Vector2[] uvs       = new Vector2[position_num * 2];
        int[]     triangles = new int[(position_num - 1) * 2 * 3];

        float height = 0.1f;

        if (side == WALL_SIDE.LEFT)
        {
            for (int i = 0; i < position_num; i++)
            {
                vertices[i * 2 + 0] = this.sections[i].positions[0];
                vertices[i * 2 + 1] = this.sections[i].positions[0] + Vector3.up * height;

                uvs[i * 2 + 0] = new Vector2(0.0f, (float)i / (float)(this.position_num - 1));
                uvs[i * 2 + 1] = new Vector2(1.0f, (float)i / (float)(this.position_num - 1));
            }
        }
        else
        {
            for (int i = 0; i < position_num; i++)
            {
                vertices[i * 2 + 0] = this.sections[i].positions[1];
                vertices[i * 2 + 1] = this.sections[i].positions[1] + Vector3.up * height;

                uvs[i * 2 + 0] = new Vector2(0.0f, (float)i / (float)(this.position_num - 1));
                uvs[i * 2 + 1] = new Vector2(1.0f, (float)i / (float)(this.position_num - 1));
            }
        }


        int position_index = 0;

        if (side == WALL_SIDE.LEFT)
        {
            for (int i = 0; i < this.position_num - 1; i++)
            {
                triangles[position_index++] = i * 2 + 0;
                triangles[position_index++] = i * 2 + 1;
                triangles[position_index++] = (i + 1) * 2 + 1;

                triangles[position_index++] = (i + 1) * 2 + 1;
                triangles[position_index++] = (i + 1) * 2 + 0;
                triangles[position_index++] = i * 2 + 0;
            }
        }
        else
        {
            for (int i = 0; i < this.position_num - 1; i++)
            {
                triangles[position_index++] = i * 2 + 1;
                triangles[position_index++] = i * 2 + 0;
                triangles[position_index++] = (i + 1) * 2 + 0;

                triangles[position_index++] = (i + 1) * 2 + 0;
                triangles[position_index++] = (i + 1) * 2 + 1;
                triangles[position_index++] = i * 2 + 1;
            }
        }

        //
        // 因为会出现警告信息,所以这里也提前把uv生成(值没有特定要求)

        mesh.vertices  = vertices;
        mesh.uv        = uvs;
        mesh.uv2       = uvs;
        mesh.triangles = triangles;

        mesh.Optimize();
        mesh.RecalculateNormals();

        render.material = this.material;

        if (side == WALL_SIDE.LEFT)
        {
            render.material.color = Color.green;
        }
        else
        {
            render.material.color = Color.blue;
        }

        mesh_collider.sharedMesh = mesh;
        mesh_collider.enabled    = true;

        //
    }
コード例 #5
0
 public void InitWalls(WALL_SIDE toHide, WALL_SIDE toDestroy)
 {
     this.InitWalls(new WALL_SIDE[] { toHide }, new WALL_SIDE[] { toDestroy });
 }
コード例 #6
0
    // 生成墙的多边形
    private void create_wall_mesh_sub(Mesh mesh, int start, int end, WALL_SIDE side, float height)
    {
        int point_num = end - start + 1;

        // ---------------------------------------------------- //
        // 墙的截面形状

        Vector3[] wall_vertices;

        wall_vertices = new Vector3[4];

        wall_vertices[0] = Vector3.zero;
        wall_vertices[1] = wall_vertices[0] + Vector3.up * 0.5f;
        wall_vertices[2] = wall_vertices[1] + Vector3.right * (1.0f);
        wall_vertices[3] = wall_vertices[2] + Vector3.up * height;

        // ---------------------------------------------------- //
        // 顶点(位置坐标,uv)

        // 一个矩形所需要的顶点索引(两个三角形因此是6个)
        const int quad_index_num = 6;

        Vector3[] vertices  = new Vector3[point_num * wall_vertices.Length];
        Vector2[] uvs       = new Vector2[point_num * wall_vertices.Length];
        int[]     triangles = new int[(point_num - 1) * wall_vertices.Length * quad_index_num];

        Section section;
        Vector2 uv;

        if (side == WALL_SIDE.LEFT)
        {
            for (int i = 0; i < point_num; i++)
            {
                section = this.sections[start + i];

                for (int j = 0; j < wall_vertices.Length; j++)
                {
                    vertices[i * wall_vertices.Length + j]  = section.positions[0];
                    vertices[i * wall_vertices.Length + j] += -wall_vertices[j].x * section.right + wall_vertices[j].y * section.up;

                    //

                    uv.x = (float)j / (float)(wall_vertices.Length - 1);
                    uv.y = (float)i * 2.0f + 0.5f;
                    uvs[i * wall_vertices.Length + j] = uv;
                }
            }
        }
        else
        {
            for (int i = 0; i < point_num; i++)
            {
                section = this.sections[start + i];

                for (int j = 0; j < wall_vertices.Length; j++)
                {
                    vertices[i * wall_vertices.Length + j]  = section.positions[1];
                    vertices[i * wall_vertices.Length + j] += wall_vertices[j].x * section.right + wall_vertices[j].y * section.up;

                    //

                    uv.x = (float)j / (float)(wall_vertices.Length - 1);
                    uv.y = (float)i * 2.0f + 0.5f;
                    uvs[i * wall_vertices.Length + j] = uv;
                }
            }
        }

        // ---------------------------------------------------- //
        // 生成三角形(顶点索引数组)

        int position_index = 0;
        int i00, i10, i01, i11;

        if (side == WALL_SIDE.LEFT)
        {
            for (int i = 0; i < point_num - 1; i++)
            {
                for (int j = 0; j < wall_vertices.Length - 1; j++)
                {
                    i00 = (i + 1) * wall_vertices.Length + (j + 1);                             // 左上.
                    i10 = (i + 1) * wall_vertices.Length + (j + 0);                             // 右上.
                    i01 = (i + 0) * wall_vertices.Length + (j + 1);                             // 左下.
                    i11 = (i + 0) * wall_vertices.Length + (j + 0);                             // 右下.

                    RoadCreator.add_quad_index(triangles, position_index, i00, i10, i01, i11);
                    position_index += 6;
                }
            }
        }
        else
        {
            for (int i = 0; i < point_num - 1; i++)
            {
                for (int j = 0; j < wall_vertices.Length - 1; j++)
                {
                    i00 = (i + 1) * wall_vertices.Length + (j + 0);                             // 左上.
                    i10 = (i + 1) * wall_vertices.Length + (j + 1);                             // 右上.
                    i01 = (i + 0) * wall_vertices.Length + (j + 0);                             // 左下.
                    i11 = (i + 0) * wall_vertices.Length + (j + 1);                             // 右下.

                    RoadCreator.add_quad_index(triangles, position_index, i00, i10, i01, i11);
                    position_index += 6;
                }
            }
        }

        //
        // 由于会出现警告,这里生成uv(适当数值)

        mesh.vertices  = vertices;
        mesh.uv        = uvs;
        mesh.uv2       = uvs;
        mesh.triangles = triangles;

        mesh.Optimize();
        mesh.RecalculateNormals();
    }
コード例 #7
0
ファイル: RoadCreator.cs プロジェクト: hafewa/U3Dtest
    // 壁のポリゴンを作る.
    private void create_wall_mesh_sub(Mesh mesh, int start, int end, WALL_SIDE side, float height)
    {
        int point_num = end - start + 1;

        // ---------------------------------------------------- //
        // 壁の断面形状.

        Vector3[] wall_vertices;

        wall_vertices = new Vector3[4];

        wall_vertices[0] = Vector3.zero;
        wall_vertices[1] = wall_vertices[0] + Vector3.up * 0.5f;
        wall_vertices[2] = wall_vertices[1] + Vector3.right * (1.0f);
        wall_vertices[3] = wall_vertices[2] + Vector3.up * height;

        // ---------------------------------------------------- //
        // 頂点(位置座標、UV).

        // 四角形ひとつに必要な頂点インデックス(三角形ふたつなので6個).
        const int quad_index_num = 6;

        Vector3[] vertices  = new Vector3[point_num * wall_vertices.Length];
        Vector2[] uvs       = new Vector2[point_num * wall_vertices.Length];
        int[]     triangles = new int[(point_num - 1) * wall_vertices.Length * quad_index_num];

        Section section;
        Vector2 uv;

        if (side == WALL_SIDE.LEFT)
        {
            for (int i = 0; i < point_num; i++)
            {
                section = this.sections[start + i];

                for (int j = 0; j < wall_vertices.Length; j++)
                {
                    vertices[i * wall_vertices.Length + j]  = section.positions[0];
                    vertices[i * wall_vertices.Length + j] += -wall_vertices[j].x * section.right + wall_vertices[j].y * section.up;

                    //

                    uv.x = (float)j / (float)(wall_vertices.Length - 1);
                    uv.y = (float)i * 2.0f + 0.5f;
                    uvs[i * wall_vertices.Length + j] = uv;
                }
            }
        }
        else
        {
            for (int i = 0; i < point_num; i++)
            {
                section = this.sections[start + i];

                for (int j = 0; j < wall_vertices.Length; j++)
                {
                    vertices[i * wall_vertices.Length + j]  = section.positions[1];
                    vertices[i * wall_vertices.Length + j] += wall_vertices[j].x * section.right + wall_vertices[j].y * section.up;

                    //

                    uv.x = (float)j / (float)(wall_vertices.Length - 1);
                    uv.y = (float)i * 2.0f + 0.5f;
                    uvs[i * wall_vertices.Length + j] = uv;
                }
            }
        }

        // ---------------------------------------------------- //
        // 三角形(頂点インデックスの配列)を作る.

        int position_index = 0;
        int i00, i10, i01, i11;

        if (side == WALL_SIDE.LEFT)
        {
            for (int i = 0; i < point_num - 1; i++)
            {
                for (int j = 0; j < wall_vertices.Length - 1; j++)
                {
                    i00 = (i + 1) * wall_vertices.Length + (j + 1);                             // 左上.
                    i10 = (i + 1) * wall_vertices.Length + (j + 0);                             // 右上.
                    i01 = (i + 0) * wall_vertices.Length + (j + 1);                             // 左下.
                    i11 = (i + 0) * wall_vertices.Length + (j + 0);                             // 右下.

                    RoadCreator.add_quad_index(triangles, position_index, i00, i10, i01, i11);
                    position_index += 6;
                }
            }
        }
        else
        {
            for (int i = 0; i < point_num - 1; i++)
            {
                for (int j = 0; j < wall_vertices.Length - 1; j++)
                {
                    i00 = (i + 1) * wall_vertices.Length + (j + 0);                             // 左上.
                    i10 = (i + 1) * wall_vertices.Length + (j + 1);                             // 右上.
                    i01 = (i + 0) * wall_vertices.Length + (j + 0);                             // 左下.
                    i11 = (i + 0) * wall_vertices.Length + (j + 1);                             // 右下.

                    RoadCreator.add_quad_index(triangles, position_index, i00, i10, i01, i11);
                    position_index += 6;
                }
            }
        }

        //
        // 警告がでるので、uv も作成しておく(値は適当).

        mesh.vertices  = vertices;
        mesh.uv        = uvs;
        mesh.uv2       = uvs;
        mesh.triangles = triangles;

        mesh.Optimize();
        mesh.RecalculateNormals();
    }