1. Quad 그리기
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 | using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent(typeof(MeshFilter))] public class proceduralMesh : MonoBehaviour { Mesh mesh; Material material; Vector3[] vertices; int[] triangles; private void Awake() { mesh = GetComponent<MeshFilter>().mesh; material = GetComponent<Renderer>().material; } // Start is called before the first frame update void Start() { meshData(); createObj(); } void meshData() { //vertices, triangles베열에 값 넣기 //vertices에서는 점의 위치를 설정 vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, 1), new Vector3(1, 0, 0), new Vector3(1,0,1) }; //triangles에서는 vertices를 어떻게 연결할지 정하기 triangles = new int[] { 0, 1, 2, 2, 1, 3 }; } //obj 그리기 void createObj() { mesh.vertices = vertices; mesh.triangles = triangles; material.color = Color.green; //법선벡터 계산(라이팅) mesh.RecalculateNormals(); } } | cs |
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