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Single Cube Generator

a guest Feb 18th, 2020 89 Never
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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3.  
  4. public class SingleCubeGenerator : MonoBehaviour
  5. {
  6.     [SerializeField] MeshFilter _meshFilter = null;
  7.  
  8.     // we use the values 24 and 36 because there are 6 * 4 vertices (24) and 6 * 6 triangle indices (36)
  9.     private Vector3[] _vertices = new Vector3[24];
  10.     private Vector3[] _normals = new Vector3[24];
  11.     private Vector2[] _uvs = new Vector2[24];
  12.     private int[] _triangles = new int[36];
  13.  
  14.     void Start()
  15.     {
  16.         PopulateBuffers();
  17.  
  18.         if (_meshFilter.sharedMesh == null)
  19.             _meshFilter.sharedMesh = new Mesh();
  20.         var mesh = _meshFilter.sharedMesh;
  21.         // we clear in case this is an existing mesh.
  22.         mesh.Clear();
  23.         // we use the Set* methods because they are less heavy than the normal properties!
  24.         mesh.SetVertices(_vertices);
  25.         mesh.SetNormals(_normals);
  26.         mesh.SetUVs(0, _uvs);
  27.         mesh.SetTriangles(_triangles, 0);
  28.     }
  29.  
  30.     void PopulateBuffers()
  31.     {
  32.         // Set some counters to use in the CreateQuad method
  33.         var vertexCount = 0;
  34.         var triangleCount = 0;
  35.         // Top face
  36.         CreateQuad(
  37.             new Vector3(-.5f, .5f, -.5f),
  38.             new Vector3(-.5f, .5f, .5f),
  39.             new Vector3(.5f, .5f, .5f),
  40.             new Vector3(.5f, .5f, -.5f),
  41.             Vector3.up,
  42.             ref vertexCount,
  43.             ref triangleCount);
  44.         // Bottom face
  45.         CreateQuad(
  46.             new Vector3(.5f, -.5f, -.5f),
  47.             new Vector3(.5f, -.5f, .5f),
  48.             new Vector3(-.5f, -.5f, .5f),
  49.             new Vector3(-.5f, -.5f, -.5f),
  50.             Vector3.down,
  51.             ref vertexCount,
  52.             ref triangleCount);
  53.         // Front face
  54.         CreateQuad(
  55.             new Vector3(.5f, -.5f, .5f),
  56.             new Vector3(.5f, .5f, .5f),
  57.             new Vector3(-.5f, .5f, .5f),
  58.             new Vector3(-.5f, -.5f, .5f),
  59.             Vector3.forward,
  60.             ref vertexCount,
  61.             ref triangleCount);
  62.  
  63.         // todo: implement remaining faces
  64.     }
  65.  
  66.     void CreateQuad(Vector3 a, Vector3 b, Vector3 c, Vector3 d, Vector3 normal, ref int vertexCount, ref int triangleCount)
  67.     {
  68.         _vertices[vertexCount + 0] = a;
  69.         _vertices[vertexCount + 1] = b;
  70.         _vertices[vertexCount + 2] = c;
  71.         _vertices[vertexCount + 3] = d;
  72.  
  73.         _normals[vertexCount + 0] = normal;
  74.         _normals[vertexCount + 1] = normal;
  75.         _normals[vertexCount + 2] = normal;
  76.         _normals[vertexCount + 3] = normal;
  77.  
  78.         _uvs[vertexCount + 0] = new Vector2(0, 0);
  79.         _uvs[vertexCount + 1] = new Vector2(0, 1);
  80.         _uvs[vertexCount + 2] = new Vector2(1, 1);
  81.         _uvs[vertexCount + 3] = new Vector2(1, 0);
  82.  
  83.         _triangles[triangleCount + 0] = vertexCount + 0;
  84.         _triangles[triangleCount + 1] = vertexCount + 1;
  85.         _triangles[triangleCount + 2] = vertexCount + 2;
  86.         _triangles[triangleCount + 3] = vertexCount + 2;
  87.         _triangles[triangleCount + 4] = vertexCount + 3;
  88.         _triangles[triangleCount + 5] = vertexCount + 0;
  89.  
  90.         vertexCount += 4;
  91.         triangleCount += 6;
  92.     }
  93. }
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