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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Grid : MonoBehaviour
{
private MeshFilter meshf;
private Mesh mesh;
private Vector3[] vertices;
private void Start()
{
StartCoroutine(GenerateOrigin());
}
private IEnumerator GenerateOrigin()
{
// You can change that line to provide another MeshFilter
meshf = GetComponent<MeshFilter>();
mesh = new Mesh();
meshf.mesh = mesh;
mesh.Clear();
#region Vertices
WaitForSeconds wait = new WaitForSeconds(0.05f);
vertices = new Vector3[resX * resZ];
for (int z = 0; z < resZ; z++)
{
// [ -length/2, length/2 ]
float zPos = ((float)z/(resZ - 1) - .5f) * length;
for (int x = 0; x < resX; x++)
{
// [ -width/2, width/2 ]
float xPos = ((float)x/(resX - 1) - .5f) * width;
vertices[x + z * resX] = new Vector3(xPos, 0f, zPos);
yield return wait;
}
}
#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 (int u = 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
int i = 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();
}
private void OnDrawGizmos()
{
Gizmos.color = Color.black;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], 0.1f);
}
}
}
私はWaitForSecondsを使用しており、Waitを返しています。 そして、私が最後に頂点を作成した後には、これは次のようなものです。赤は頂点にないメッシュです。 多分私はよく分かりません。私はそれが頂点上にあるべきだと思った。ギズモを使用するときに、図面が適合しないのはなぜですか?