1. Grid
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 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 | using System.Collections; using System.Collections.Generic; using UnityEngine; [RequireComponent (typeof(MeshFilter), typeof(MeshRenderer))] public class ProceduralGrid : MonoBehaviour { Mesh mesh; Vector3[] vertices; int[] triangles; public float cellSize = 1.0f; public Vector3 gridOffset; public int gridSize; private void Awake() { //get mesh mesh = GetComponent<MeshFilter>().mesh; } void Start() { ContinousGridMesh(); UpdateMesh(); } void DiscreteGridMesh() { vertices = new Vector3[4*gridSize*gridSize]; triangles = new int[6*gridSize*gridSize]; float vertexOffset = cellSize * 0.5f; int v = 0; int t = 0; //create vertex grid and triangle //cell을 하나하나 씩 그려준다고 생각하면 된다. for(int x=0; x<gridSize; x++) { for(int y=0; y<gridSize; y++) { Vector3 cellOffset = new Vector3(cellSize * x, 0, cellSize * y); vertices[v] = new Vector3(-vertexOffset, x+y, -vertexOffset) + cellOffset + gridOffset; vertices[v+1] = new Vector3(-vertexOffset, x+y, vertexOffset) + cellOffset + gridOffset; vertices[v+2] = new Vector3(vertexOffset, x+y, -vertexOffset) + cellOffset + gridOffset; vertices[v+3] = new Vector3(vertexOffset, x+y, vertexOffset) + cellOffset + gridOffset; triangles[t] = v; triangles[t + 1] = triangles[t+4] = v + 1; triangles[t + 2] = triangles[t+3] = v + 2; triangles[t + 5] = v + 3; v += 4; t += 6; } } } void ContinousGridMesh() { vertices = new Vector3[(gridSize + 1) * (gridSize + 1)]; triangles = new int[6 * gridSize * gridSize]; float vertexOffset = cellSize * 0.5f; int v = 0; int t = 0; //create vertex grid //연결된 vertices를 구하기 때문에 한 번에 구함 for (int x = 0; x <= gridSize; x++) { for (int y = 0; y <= gridSize; y++) { vertices[v] = new Vector3(((x * cellSize) - vertexOffset), (x+y)*0.2f, ((y*cellSize)-vertexOffset)); v++; } } //reset v v = 0; //setting each cell's triangle //vertices의 순서가 전체적으로 순차적으로 진행되기 때문에 //cell의 윗 부분은 gridSize+1을 더해준 순서로 구해진. for(int x=0; x<gridSize; x++) { for(int y=0; y< gridSize; y++) { triangles[t] = v; triangles[t + 1] = triangles[t + 4] = v + 1; triangles[t + 2] = triangles[t + 3] = v + (gridSize+1); triangles[t + 5] = v + (gridSize+1)+1; v++; t += 6; } v++; } } void UpdateMesh() { mesh.Clear(); mesh.vertices = vertices; mesh.triangles = triangles; mesh.RecalculateNormals(); } } | cs |
2. soft Body
https://www.youtube.com/watch?v=TNAKv1dkYyQ
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