回答編集履歴
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複数オブジェクトの場合を追記
test
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@@ -73,3 +73,199 @@
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```
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###[追記]
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もうすでにご自身で複数キューブの場合に書き換え済みかもしれませんが、ご参考までに例を追記します。
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コメントで申し上げた、「最初に1回だけ頂点モデル座標を求めて、以後はワールド座標変換だけ行う」方式にしてみました。
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```Javascript
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#pragma strict
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import System.Linq;
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class CubeVertices extends MonoBehaviour {
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var Units : GameObject[];
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private static var CubeTopVertices : Vector3[];
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private static var CubeTopVerticesLength : int;
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private var Coordinatex : float[];
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private var Coordinatez : float[];
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private var UnitsLength : int;
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function Start() {
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UnitsLength = Units.length;
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if (UnitsLength == 0) {
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return;
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}
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InitCubeTopVertices(Units[0]); // オブジェクトを代表して、Units[0]からメッシュを取得しCubeTopVertices・CubeTopVerticesLengthを求める
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Coordinatex = new float[UnitsLength * CubeTopVerticesLength];
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Coordinatez = new float[UnitsLength * CubeTopVerticesLength];
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// 実験のため、各オブジェクトをランダムに移動・回転させる
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for (var i : int = 0; i < UnitsLength; i++) {
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var unitRigidbody = Units[i].GetComponent.<Rigidbody>();
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unitRigidbody.AddForce(Random.value * 2 - 1, 0, Random.value * 2 - 1, ForceMode.VelocityChange);
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unitRigidbody.AddTorque(0, Random.value * 2 - 1, 0, ForceMode.VelocityChange);
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}
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}
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function Update() {
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// スペースキー押下で一時停止、頂点ワールド座標を調べる
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if (Input.GetKeyDown(KeyCode.Space)) {
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if (Time.timeScale > 0) {
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Time.timeScale = 0;
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UpdateCoordinates();
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PrintCoordinates();
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} else {
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Time.timeScale = 1;
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}
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}
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}
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private function UpdateCoordinates() {
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// 各オブジェクトのtransformでキューブの頂点モデル座標をワールド座標に変換し、Coordinatex・Coordinatezを更新する
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for (var i : int = 0; i < UnitsLength; i++) {
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var unitTransform : Transform = Units[i].transform;
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var offset : int = i * CubeTopVerticesLength;
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for (var j : int = 0; j < CubeTopVerticesLength; j++) {
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var worldPosition : Vector3 = unitTransform.TransformPoint(CubeTopVertices[j]);
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Coordinatex[offset + j] = worldPosition.x;
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Coordinatez[offset + j] = worldPosition.z;
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}
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}
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}
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private function PrintCoordinates() {
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// Coordinatex・Coordinatezの内容をコンソールに表示してみる
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Debug.Log("Coordinates:");
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for (var i : int = 0; i < UnitsLength; i++) {
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var offset : int = i * CubeTopVerticesLength;
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Debug.LogFormat(Units[i],
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"Unit {0} ({1}) ... ({2:F4}, {3:F4}), ({4:F4}, {5:F4}), ({6:F4}, {7:F4}), ({8:F4}, {9:F4})",
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i, Units[i].name,
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Coordinatex[offset + 0], Coordinatez[offset + 0],
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Coordinatex[offset + 1], Coordinatez[offset + 1],
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Coordinatex[offset + 2], Coordinatez[offset + 2],
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Coordinatex[offset + 3], Coordinatez[offset + 3]);
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}
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}
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private static function InitCubeTopVertices(meshSource : GameObject) {
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// 上面の頂点抽出までをあらかじめやっておく
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if (CubeTopVertices == null) {
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CubeTopVertices = meshSource.GetComponent.<MeshFilter>().sharedMesh.vertices
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.Distinct.<Vector3>()
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.Where.<Vector3>(function(p : Vector3) : boolean {
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return p.y > 0.0f;
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})
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.ToArray.<Vector3>();
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CubeTopVerticesLength = CubeTopVertices.length;
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}
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}
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}
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```
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