■ソース
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using UnityEngine; | |
using System.Collections.Generic; | |
[RequireComponent(typeof(MeshRenderer))] | |
[RequireComponent(typeof(MeshFilter))] | |
public class DynamicCreateMesh : MonoBehaviour | |
{ | |
// 変更箇所 : Materialを保持するようにする | |
[SerializeField] | |
private Material _mat; | |
private Mesh _mesh; | |
private MeshFilter _filter; | |
private List<GameObject> _points = new List<GameObject>(); | |
// | |
private void Start() | |
{ | |
//頂点の設定 | |
_mesh = new Mesh(); | |
_mesh.vertices = new Vector3[] { | |
new Vector3 (0, 1f), | |
new Vector3 (1f, -1f), | |
new Vector3 (-1f, -1f), | |
}; | |
_mesh.triangles = new int[] { | |
0, 1, 2 | |
}; | |
// | |
foreach (var pos in _mesh.vertices) | |
{ | |
Debug.Log(pos); | |
GameObject obj = new GameObject("point"); | |
obj.transform.SetParent(transform); | |
obj.transform.localPosition = pos; | |
_points.Add(obj); | |
} | |
// 修正箇所 : 各頂点に対してUV座標を設定しています | |
_mesh.uv = new Vector2[] { | |
new Vector2 (0.5f, 1f), | |
new Vector2 (1f, 0), | |
new Vector2 (0, 0), | |
}; | |
_filter = GetComponent<MeshFilter>(); | |
_filter.sharedMesh = _mesh; | |
// 変更箇所 : MeshRendererからMaterialにアクセスし、Materialをセットするようにする | |
var renderer = GetComponent<MeshRenderer>(); | |
renderer.material = _mat; | |
} | |
// | |
void Update() | |
{ | |
int len = _filter.sharedMesh.vertices.Length; | |
Vector3[] vec3 = new Vector3[len]; | |
for (int i = 0 ; i < len; i++) | |
{ | |
vec3[i] = _points[i].transform.localPosition; | |
} | |
_mesh.vertices = vec3; | |
_mesh.RecalculateNormals(); | |
_mesh.RecalculateBounds(); | |
_filter.sharedMesh = _mesh; | |
} | |
} |
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