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Copy pathLineDrawer_v2.cs
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329 lines (264 loc) · 10.9 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UniRx;
using System;
//壁メッシュを生成させる InputManagerで使用
public class LineDrawer_v2 : MonoBehaviour
{
[SerializeField]
private MeshRenderer meshObject;
[SerializeField]
private int colliderAmount;
[SerializeField]
private Material material;
[SerializeField]
private float length = 0.1f;
[SerializeField]
private float width = 0.1f;
//タッチ移動を格納
List<Vector3> points = new List<Vector3>();
//ポリゴンの頂点座標を格納
List<Vector3> vertices = new List<Vector3>();
List<Vector2> uvs = new List<Vector2>();
//ポリゴンを描写するためのインデックスを格納
List<int> triangles = new List<int>();
int offset = 0;
private int colliderIndex = 0;
public Mesh mesh { get; private set; }
private Mesh colliderMesh;
private MeshFilter meshFilter;
private MeshRenderer meshRenderer;
private List<MeshCollider> meshColliders = new List<MeshCollider>();
private Rigidbody _rigidbody;
void Awake()
{
meshFilter = meshObject.gameObject.GetComponent<MeshFilter>();
meshRenderer = meshObject.gameObject.GetComponent<MeshRenderer>();
meshColliders.Add(meshObject.gameObject.GetComponent<MeshCollider>());
for (int i = 0; i < colliderAmount; i++)
{
var addedCollider = meshObject.gameObject.AddComponent<MeshCollider>();
addedCollider.convex = true;
addedCollider.enabled = false;
meshColliders.Add(addedCollider);
}
_rigidbody = meshObject.GetComponent<Rigidbody>();
}
//メッシュを作成するメソッド
void CreateMesh()
{
//1フレーム前のタッチ座標
Vector3 prev = this.points[this.points.Count - 2];
//最新のタッチ座標
Vector3 top = this.points[this.points.Count - 1];
Vector3 tmp = top - prev;
//ドローが曲線を描く場合、prevとtopは斜めになる場合がある。
//そういった際、足すxやyの値はその傾き具合によって変える必要があるため、ここで計算している
Vector2 normal = new Vector2(tmp.y, -tmp.x).normalized * length;
if (normal.x == 0 && normal.y == 0) return;//稀に値が0になる場合(prevとtopが近すぎる)があるためここで弾く
//正面の面の座標を計算して使いまわす
Vector2 p0 = (Vector2)prev + normal;//左下
Vector2 t0 = (Vector2)top + normal;//右下
Vector2 t1 = (Vector2)top - normal;//右上
Vector2 p1 = (Vector2)prev - normal;//左上
// ポリゴンの頂点座標を取得し、リストに追加
vertices.AddRange(GetVertices(prev, top, normal, p0, p1, t0, t1));
//ポリゴンを描写する際のインデックス番号を取得し、リストに追加
triangles.AddRange(GetTriangles());
offset += 24;//インデックス番号の総計を更新
ApplyMesh();
SetColliderMesh(prev, top, p0, t0, t1, p1);
}
//メッシュのポリゴン頂点のポジションを計算するメソッド
//影の方線をうまく取得するには24個の頂点が必要
private Vector3[] GetVertices(Vector3 prev, Vector3 top, Vector2 normal, Vector2 p0, Vector2 p1, Vector2 t0, Vector2 t1)
{
Vector3[] vertices;
//1番初めのメッシュ生成の場合
if (offset == 0)
{
Vector3[] _vertices =
{
/*0*/ new Vector3(p0.x, p0.y, prev.z),
/*1*/ new Vector3(t0.x, t0.y, top.z),
/*2*/ new Vector3(t1.x, t1.y, top.z),
/*3*/ new Vector3(p1.x, p1.y, prev.z),
/*4*/ new Vector3(p1.x, p1.y, prev.z + width),
/*5*/ new Vector3(t1.x, t1.y, top.z + width),
/*6*/ new Vector3(t0.x, t0.y, top.z + width),
/*7*/ new Vector3(p0.x, p0.y, prev.z + width),
/*8*/ new Vector3(p1.x, p1.y, prev.z + width),// face top
/*9*/ new Vector3(p1.x, p1.y, prev.z),
/*10*/ new Vector3(t1.x, t1.y, top.z),
/*11*/ new Vector3(t1.x, t1.y, top.z + width),
/*12*/ new Vector3(t0.x, t0.y, top.z + width), // face bottom
/*13*/ new Vector3(t0.x, t0.y, top.z),
/*14*/ new Vector3(p0.x, p0.y, prev.z),
/*15*/ new Vector3(p0.x, p0.y, prev.z + width),
/*16*/ new Vector3(t1.x, t1.y, top.z + width), // face right
/*17*/ new Vector3(t1.x, t1.y, top.z),
/*18*/ new Vector3(t0.x, t0.y, top.z),
/*19*/ new Vector3(t0.x, t0.y, top.z + width),
/*20*/ new Vector3(p0.x, p0.y, prev.z),// face left
/*21*/ new Vector3(p1.x, p1.y, prev.z),
/*22*/ new Vector3(p1.x, p1.y, prev.z + width),
/*23*/ new Vector3(p0.x, p0.y, prev.z + width),
};
vertices = _vertices;
}
else//2つ目以降のメッシュ生成の場合
{
//1つ前のメッシュの右側の面の頂点座標を取得
Vector3 pV1 = meshFilter.sharedMesh.vertices[offset - 23];
Vector3 pV2 = meshFilter.sharedMesh.vertices[offset - 22];
Vector3 pV4 = meshFilter.sharedMesh.vertices[offset - 20];
Vector3 pV7 = meshFilter.sharedMesh.vertices[offset - 17];
//取得した各頂点座標を現在のメッシュの左側の面に代入
Vector3[] _vertices =
{
/*0*/ pV2,
/*1*/ new Vector3(t0.x, t0.y, top.z),
/*2*/ new Vector3(t1.x, t1.y, top.z),
/*3*/ pV1,
/*4*/ pV4,
/*5*/ new Vector3(t1.x, t1.y, top.z + width),
/*6*/ new Vector3(t0.x, t0.y, top.z + width),
/*7*/ pV7,
/*8*/ pV4,// face top
/*9*/ pV1,
/*10*/ new Vector3(t1.x, t1.y, top.z),
/*11*/ new Vector3(t1.x, t1.y, top.z + width),
/*12*/ new Vector3(t0.x, t0.y, top.z + width), // face bottom
/*13*/ new Vector3(t0.x, t0.y, top.z),
/*14*/ pV2,
/*15*/ pV7,
/*16*/ new Vector3(t1.x, t1.y, top.z + width), // face right
/*17*/ new Vector3(t1.x, t1.y, top.z),
/*18*/ new Vector3(t0.x, t0.y, top.z),
/*19*/ new Vector3(t0.x, t0.y, top.z + width),
/*20*/ pV2,// face left
/*21*/ pV1,
/*22*/ pV4,
/*23*/ pV7,
};
vertices = _vertices;
}
return vertices;
}
//各ポリゴンの頂点座標にインデックス番号を割り当てるメソッド
private int[] GetTriangles()
{
int[] _triangles =
{
offset, offset + 2, offset + 1,
offset, offset + 3, offset + 2,
offset + 5, offset + 4, offset + 7,
offset + 5, offset + 7, offset + 6,
offset + 8, offset + 10, offset + 9,
offset + 8, offset + 11, offset + 10,
offset + 12, offset + 14, offset + 13,
offset + 12, offset + 15, offset + 14,
offset + 16, offset + 18, offset + 17,
offset + 16, offset + 19, offset + 18,
offset + 20, offset + 22, offset + 21,
offset + 20, offset + 23, offset + 22,
};
return _triangles;
}
//メッシュ計算結果を対象のメッシュに割り当てる
private void ApplyMesh()
{
mesh.vertices = this.vertices.ToArray();
mesh.triangles = this.triangles.ToArray();
mesh.Optimize();
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.RecalculateTangents();
meshFilter.sharedMesh = mesh;
meshRenderer.material = material;
meshRenderer.enabled = true;
}
//コライダー用のメッシュを生成
//meshColliderを1つだけ用意してconvexをonにすると超点数の関係で関係でコライダーの形がおかしくなるため、
//生成時の四角形メッシュ1つ1つにmeshColliderを適応させる
private void SetColliderMesh(Vector3 prev, Vector3 top, Vector2 fv1, Vector2 fv2, Vector2 fv3, Vector2 fv4)
{
//ポリゴンの頂点座標を取得
Vector3[] _vertices =
{
new Vector3(fv1.x , fv1.y, prev.z ),
new Vector3(fv2.x , fv2.y , top.z ),
new Vector3(fv3.x , fv3.y , top.z ),
new Vector3(fv4.x , fv4.y ,prev.z ),
new Vector3(fv4.x , fv4.y , prev.z + width),
new Vector3(fv3.x , fv3.y , top.z + width),
new Vector3(fv2.x , fv2.y , top.z + width),
new Vector3(fv1.x , fv1.y , prev.z + width),
};
colliderMesh.vertices = _vertices;
int[] _triangles2 =
{
0, 2, 1,
0, 3, 2,
2, 3, 4,
2, 4, 5,
1, 2, 5,
1, 5, 6,
0, 7, 4,
0, 4, 3,
5, 4, 7,
5, 7, 6,
0, 6, 7,
0, 1, 6,
};
colliderMesh.triangles = _triangles2;
SetCollider();
}
//生成したコライダー用メッシュにmeshCollider適応するメソッド
private void SetCollider()
{
if (colliderIndex == meshColliders.Count)
{
Debug.Log("no more collider");
return;
}
meshColliders[colliderIndex].enabled = true;
meshColliders[colliderIndex].sharedMesh = colliderMesh;
colliderIndex++;
}
//メッシュの情報をリセットさせるメソッド
public void PenDown(Vector3 tp)
{
meshRenderer.enabled = false;
//メッシュの情報をリセット
this.points.Clear();
this.vertices.Clear();
this.triangles.Clear();
// 開始点を保存
this.points.Add(tp);
this.offset = 0;
// メッシュ生成
mesh = new Mesh();
colliderMesh = new Mesh();
meshObject.transform.position = Vector3.zero;
meshObject.transform.eulerAngles = Vector3.zero;
for (int i = 0; i < meshColliders.Count; i++)
{
meshColliders[i].enabled = false;
}
_rigidbody.isKinematic = true;
}
//マウスやタッチ入力がある間メッシュの更新をするメソッド
public void PenMove(Vector3 tp)
{
//タッチしたポジションを追加
this.points.Add(tp);
//メッシュを生成
CreateMesh();
}
public void PenUp()
{
_rigidbody.isKinematic = false;
}
}