質問編集履歴
1
追記
test
CHANGED
File without changes
|
test
CHANGED
@@ -32,6 +32,14 @@
|
|
32
32
|
|
33
33
|
|
34
34
|
|
35
|
+
public Material material;
|
36
|
+
|
37
|
+
|
38
|
+
|
39
|
+
HashSet<Matrix4x4> matriHash = new HashSet<Matrix4x4>();
|
40
|
+
|
41
|
+
|
42
|
+
|
35
43
|
private void Start()
|
36
44
|
|
37
45
|
{
|
@@ -84,6 +92,8 @@
|
|
84
92
|
|
85
93
|
flatMatrix[index] = Matrix4x4.TRS(pos, rotation, scale);
|
86
94
|
|
95
|
+
matriHash.Add(flatMatrix[index]);
|
96
|
+
|
87
97
|
}
|
88
98
|
|
89
99
|
}
|
@@ -92,7 +102,155 @@
|
|
92
102
|
|
93
103
|
|
94
104
|
|
105
|
+
foreach (Matrix4x4 hash in matriHash)
|
106
|
+
|
107
|
+
{
|
108
|
+
|
109
|
+
var position = new Vector3(hash[0, 3], hash[1, 3], hash[2, 3]);
|
110
|
+
|
111
|
+
Vector2 pos = new Vector2(position.x, position.y);
|
112
|
+
|
113
|
+
posHash.Add(pos);
|
114
|
+
|
115
|
+
}
|
116
|
+
|
117
|
+
}
|
118
|
+
|
119
|
+
|
120
|
+
|
121
|
+
Vector2 getScreenDownLeft()
|
122
|
+
|
123
|
+
{
|
124
|
+
|
125
|
+
Vector2 pos = new Vector2(0, 0);
|
126
|
+
|
127
|
+
Vector2 downLeft = Camera.main.ScreenToWorldPoint(pos);
|
128
|
+
|
129
|
+
return downLeft;
|
130
|
+
|
131
|
+
}
|
132
|
+
|
133
|
+
|
134
|
+
|
135
|
+
Vector2 getScreenUpRight()
|
136
|
+
|
137
|
+
{
|
138
|
+
|
139
|
+
Vector2 pos = new Vector2(Screen.width, Screen.height);
|
140
|
+
|
141
|
+
Vector2 upRight = Camera.main.ScreenToWorldPoint(pos);
|
142
|
+
|
143
|
+
return upRight;
|
144
|
+
|
145
|
+
}
|
146
|
+
|
147
|
+
|
148
|
+
|
149
|
+
HashSet<Vector2> getScreenPos()
|
150
|
+
|
151
|
+
{
|
152
|
+
|
153
|
+
HashSet<Vector2> hash = new HashSet<Vector2>();
|
154
|
+
|
155
|
+
|
156
|
+
|
157
|
+
for (int x = (int)getScreenDownLeft().x - 5; x < (int)getScreenUpRight().x + 5; x++)
|
158
|
+
|
159
|
+
{
|
160
|
+
|
161
|
+
for (int y = (int)getScreenDownLeft().y - 5; y < (int)getScreenUpRight().y + 5; y++)
|
162
|
+
|
163
|
+
{
|
164
|
+
|
165
|
+
Vector2 pos = new Vector2(x, y);
|
166
|
+
|
167
|
+
hash.Add(pos);
|
168
|
+
|
169
|
+
}
|
170
|
+
|
171
|
+
}
|
172
|
+
|
173
|
+
|
174
|
+
|
175
|
+
return hash;
|
176
|
+
|
177
|
+
}
|
178
|
+
|
179
|
+
|
180
|
+
|
181
|
+
Matrix4x4[] array = new Matrix4x4[1023];
|
182
|
+
|
183
|
+
|
184
|
+
|
185
|
+
HashSet<Matrix4x4> hashMat = new HashSet<Matrix4x4>();
|
186
|
+
|
187
|
+
|
188
|
+
|
189
|
+
HashSet<Vector2> posHash = new HashSet<Vector2>();
|
190
|
+
|
191
|
+
|
192
|
+
|
193
|
+
private void Update()
|
194
|
+
|
195
|
+
{
|
196
|
+
|
197
|
+
foreach (Vector2 item in getScreenPos())
|
198
|
+
|
199
|
+
{
|
200
|
+
|
201
|
+
GetMatrix(item);
|
202
|
+
|
203
|
+
}
|
204
|
+
|
205
|
+
|
206
|
+
|
207
|
+
foreach (var m in matrix4X4s)
|
208
|
+
|
209
|
+
{
|
210
|
+
|
211
|
+
Graphics.DrawMeshInstanced(MeshGenerator.basicMesh, 0, material, m);
|
212
|
+
|
213
|
+
}
|
214
|
+
|
215
|
+
}
|
216
|
+
|
217
|
+
|
218
|
+
|
219
|
+
Matrix4x4[][] GetMatrix(Vector2 pos)
|
220
|
+
|
221
|
+
{
|
222
|
+
|
223
|
+
if (posHash.Contains(pos))
|
224
|
+
|
225
|
+
{
|
226
|
+
|
227
|
+
foreach(Matrix4x4 item in matriHash)
|
228
|
+
|
229
|
+
{
|
230
|
+
|
231
|
+
var position = new Vector2(item[0, 3], item[1, 3]);
|
232
|
+
|
233
|
+
Vector2 matriPos = new Vector2(position.x, position.y);
|
234
|
+
|
235
|
+
if(pos == matriPos)
|
236
|
+
|
237
|
+
{
|
238
|
+
|
239
|
+
hashMat.Add(item);
|
240
|
+
|
241
|
+
}
|
242
|
+
|
243
|
+
}
|
244
|
+
|
245
|
+
}
|
246
|
+
|
247
|
+
|
248
|
+
|
249
|
+
array = hashMat.ToArray();
|
250
|
+
|
251
|
+
|
252
|
+
|
95
|
-
matrix4X4s =
|
253
|
+
matrix4X4s = array.Select((m, i) => (m, i / 1023))
|
96
254
|
|
97
255
|
.GroupBy(t => t.Item2)
|
98
256
|
|
@@ -100,83 +258,7 @@
|
|
100
258
|
|
101
259
|
|
102
260
|
|
103
|
-
Debug.Log(matrix4X4s.Length);
|
104
|
-
|
105
|
-
}
|
106
|
-
|
107
|
-
|
108
|
-
|
109
|
-
Vector2 getScreenDownLeft()
|
110
|
-
|
111
|
-
{
|
112
|
-
|
113
|
-
Vector2 pos = new Vector2(0, 0);
|
114
|
-
|
115
|
-
Vector2 downLeft = Camera.main.ScreenToWorldPoint(pos);
|
116
|
-
|
117
|
-
return downLeft;
|
118
|
-
|
119
|
-
}
|
120
|
-
|
121
|
-
|
122
|
-
|
123
|
-
Vector2 getScreenUpRight()
|
124
|
-
|
125
|
-
{
|
126
|
-
|
127
|
-
Vector2 pos = new Vector2(Screen.width, Screen.height);
|
128
|
-
|
129
|
-
Vector2 upRight = Camera.main.ScreenToWorldPoint(pos);
|
130
|
-
|
131
|
-
return
|
261
|
+
return matrix4X4s;
|
132
|
-
|
133
|
-
}
|
134
|
-
|
135
|
-
|
136
|
-
|
137
|
-
HashSet<Vector2> getScreenPos()
|
138
|
-
|
139
|
-
{
|
140
|
-
|
141
|
-
HashSet<Vector2> hash = new HashSet<Vector2>();
|
142
|
-
|
143
|
-
|
144
|
-
|
145
|
-
for (int x = (int)getScreenDownLeft().x - 5; x < (int)getScreenUpRight().x + 5; x++)
|
146
|
-
|
147
|
-
{
|
148
|
-
|
149
|
-
for (int y = (int)getScreenDownLeft().y - 5; y < (int)getScreenUpRight().y + 5; y++)
|
150
|
-
|
151
|
-
{
|
152
|
-
|
153
|
-
Vector2 pos = new Vector2(x, y);
|
154
|
-
|
155
|
-
hash.Add(pos);
|
156
|
-
|
157
|
-
}
|
158
|
-
|
159
|
-
}
|
160
|
-
|
161
|
-
|
162
|
-
|
163
|
-
return hash;
|
164
|
-
|
165
|
-
}
|
166
|
-
|
167
|
-
|
168
|
-
|
169
|
-
private void Update()
|
170
|
-
|
171
|
-
{
|
172
|
-
|
173
|
-
foreach (Vector2 item in getScreenPos())
|
174
|
-
|
175
|
-
{
|
176
|
-
|
177
|
-
|
178
|
-
|
179
|
-
}
|
180
262
|
|
181
263
|
}
|
182
264
|
|
@@ -349,3 +431,15 @@
|
|
349
431
|
|
350
432
|
|
351
433
|
カメラに映っているメッシュだけをGraphics.DrawMeshInstancedを使って描画したかったのですが、カメラに映っているワールド座標と、変換行列に代入されている座標を一致しているか確認する方法が、分からなかったため、質問しました。
|
434
|
+
|
435
|
+
|
436
|
+
|
437
|
+
【追記】
|
438
|
+
|
439
|
+
|
440
|
+
|
441
|
+
回答者様の回答をもとに、スクリプトを変更しました。
|
442
|
+
|
443
|
+
ですが、カメラに映っているメッシュだけを描画はしているのですが、0.1~0.3FPSしか出ません。
|
444
|
+
|
445
|
+
Graphics.DrawMeshのほうが軽いくらいです……。どのように書き換えたらよいでしょうか?
|