PlaneGenerator.cs 6.2 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. public class PlaneGenerator : MonoBehaviour
  4. {
  5. public Material material;
  6. private const int pqsResolution = 16;
  7. private const int sphereRadius = 10;
  8. private List<Quad> quads;
  9. // Start is called once before the first execution of Update after the MonoBehaviour is created
  10. void Start()
  11. {
  12. BuildRootQuads();
  13. UpdateMeshes();
  14. }
  15. // Update is called once per frame
  16. void Update()
  17. {
  18. }
  19. private void BuildRootQuads()
  20. {
  21. quads = new List<Quad>();
  22. var quad = BuildQuad("quadY");
  23. quads.Add(quad);
  24. RotatePlaneY(quad.Vertices);
  25. quad = BuildQuad("quadY1");
  26. quads.Add(quad);
  27. RotatePlaneY1(quad.Vertices);
  28. quad = BuildQuad("quadZ");
  29. quads.Add(quad);
  30. RotatePlaneZ(quad.Vertices);
  31. quad = BuildQuad("quadZ1");
  32. quads.Add(quad);
  33. RotatePlaneZ1(quad.Vertices);
  34. quad = BuildQuad("quadX");
  35. quads.Add(quad);
  36. RotatePlaneX(quad.Vertices);
  37. quad = BuildQuad("quadX1");
  38. quads.Add(quad);
  39. RotatePlaneX1(quad.Vertices);
  40. }
  41. private Quad BuildQuad(string name)
  42. {
  43. var (vertices, uv) = CreateVertices();
  44. var triangles = CreateTriangles();
  45. return new Quad
  46. {
  47. Name = name,
  48. Vertices = vertices,
  49. Triangles = triangles,
  50. Uv = uv
  51. };
  52. }
  53. private void UpdateMeshes()
  54. {
  55. foreach (var quad in quads)
  56. {
  57. CreateMesh(quad.Name, quad.Vertices, quad.Uv, quad.Triangles);
  58. }
  59. }
  60. private (Vector3[] vertices, Vector2[] uv) CreateVertices()
  61. {
  62. var half = sphereRadius / 2f;
  63. var vertices = new Vector3[(pqsResolution + 1) * (pqsResolution + 1)];
  64. Vector2[] uv = new Vector2[(pqsResolution + 1) * (pqsResolution + 1)];
  65. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  66. {
  67. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  68. {
  69. vertices[vertex] = new Vector3(half - (float)x / pqsResolution * sphereRadius, half, half - (float)z / pqsResolution * sphereRadius);
  70. uv[vertex] = new Vector2((float)x / pqsResolution, (float)z / pqsResolution);
  71. }
  72. }
  73. return (vertices, uv);
  74. }
  75. private int[] CreateTriangles()
  76. {
  77. var triangles = new int[(pqsResolution) * (pqsResolution) * 6];
  78. int triangle = 0;
  79. for (int x = 1, vertex = 0; x<pqsResolution + 1; x++, vertex++)
  80. {
  81. for (int z = 1; z<pqsResolution + 1; z++, vertex++)
  82. {
  83. triangles[triangle] = vertex;
  84. triangles[triangle + 1] = vertex + pqsResolution + 2;
  85. triangles[triangle + 2] = vertex + pqsResolution + 1;
  86. triangles[triangle + 3] = vertex;
  87. triangles[triangle + 4] = vertex + 1;
  88. triangles[triangle + 5] = vertex + pqsResolution + 2;
  89. triangle += 6;
  90. }
  91. }
  92. return triangles;
  93. }
  94. private void CreateMesh(string name, Vector3[] vertices, Vector2[] uv, int[] triangles)
  95. {
  96. var mesh = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer), typeof(MeshCollider));
  97. mesh.transform.localScale = new Vector3(1, 1, 1);
  98. var meshFilter = mesh.GetComponent<MeshFilter>();
  99. meshFilter.mesh.vertices = vertices;
  100. meshFilter.mesh.triangles = triangles;
  101. meshFilter.mesh.uv = uv;
  102. mesh.GetComponent<MeshCollider>().sharedMesh = meshFilter.mesh;
  103. meshFilter.mesh.RecalculateBounds();
  104. meshFilter.mesh.RecalculateNormals();
  105. mesh.GetComponent<MeshRenderer>().material = material;
  106. }
  107. private void RotatePlaneZ(Vector3[] vertices)
  108. {
  109. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  110. {
  111. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  112. {
  113. vertices[vertex] = new Vector3(-vertices[vertex].x, vertices[vertex].z, vertices[vertex].y);
  114. vertices[vertex] = Vector3.Normalize(vertices[vertex]) * sphereRadius;
  115. }
  116. }
  117. }
  118. private void RotatePlaneY(Vector3[] vertices)
  119. {
  120. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  121. {
  122. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  123. {
  124. vertices[vertex] = Vector3.Normalize(vertices[vertex]) * sphereRadius;
  125. }
  126. }
  127. }
  128. private void RotatePlaneZ1(Vector3[] vertices)
  129. {
  130. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  131. {
  132. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  133. {
  134. vertices[vertex] = new Vector3(-vertices[vertex].x, -vertices[vertex].z, -vertices[vertex].y);
  135. vertices[vertex] = Vector3.Normalize(vertices[vertex]) * sphereRadius;
  136. }
  137. }
  138. }
  139. private void RotatePlaneX(Vector3[] vertices)
  140. {
  141. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  142. {
  143. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  144. {
  145. vertices[vertex] = new Vector3(vertices[vertex].y, vertices[vertex].x, -vertices[vertex].z);
  146. vertices[vertex] = Vector3.Normalize(vertices[vertex]) * sphereRadius;
  147. }
  148. }
  149. }
  150. private void RotatePlaneY1(Vector3[] vertices)
  151. {
  152. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  153. {
  154. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  155. {
  156. vertices[vertex] = new Vector3(-vertices[vertex].x, -vertices[vertex].y, vertices[vertex].z);
  157. vertices[vertex] = Vector3.Normalize(vertices[vertex]) * sphereRadius;
  158. }
  159. }
  160. }
  161. private void RotatePlaneX1(Vector3[] vertices)
  162. {
  163. for (int x = 0, vertex = 0; x < pqsResolution + 1; x++)
  164. {
  165. for (int z = 0; z < pqsResolution + 1; z++, vertex++)
  166. {
  167. vertices[vertex] = new Vector3(-vertices[vertex].y, -vertices[vertex].x, -vertices[vertex].z);
  168. vertices[vertex] = Vector3.Normalize(vertices[vertex]) * sphereRadius;
  169. }
  170. }
  171. }
  172. }