Created
August 27, 2020 18:56
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An class that allows generating plane meshes.
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using System; | |
using System.Threading.Tasks; | |
using UnityEngine; | |
/// <summary> | |
/// Plane class | |
/// </summary> | |
public static class Plane | |
{ | |
/// <summary> | |
/// Create plane mesh | |
/// </summary> | |
/// <param name="resolution">Resolution</param> | |
/// <param name="size">Size</param> | |
/// <param name="pivot">Pivot</param> | |
/// <returns>Plane mesh</returns> | |
public static Mesh CreatePlaneMesh(Vector2Int resolution, Vector2 size, Vector3 pivot) | |
{ | |
if ((resolution.x < 1) || (resolution.y < 1)) | |
{ | |
throw new ArgumentException($"Invalid resolution { resolution }. Resolution should be atleast { Vector2Int.one }.", nameof(resolution)); | |
} | |
Mesh ret = new Mesh(); | |
Vector3[] vertices = new Vector3[(resolution.x + 1) * (resolution.y + 1)]; | |
int[] indices = new int[resolution.x * resolution.y * 6]; | |
Vector3[] normals = new Vector3[vertices.Length]; | |
Vector2[] uvs = new Vector2[vertices.Length]; | |
Parallel.For(0, vertices.Length, (index) => | |
{ | |
Vector2Int id = new Vector2Int(index % (resolution.x + 1), index / (resolution.x + 1)); | |
vertices[index] = new Vector3(((size.x * id.x) / resolution.x) - pivot.x, ((size.y * id.y) / resolution.y) - pivot.y, -pivot.z); | |
normals[index] = Vector3.back; | |
if ((id.x < resolution.x) && (id.y < resolution.y)) | |
{ | |
int offset = (id.x * 6) + ((id.y * resolution.x * 6)); | |
indices[offset] = index; | |
indices[offset + 1] = index + resolution.x + 1; | |
indices[offset + 2] = index + 1; | |
indices[offset + 3] = index + 1; | |
indices[offset + 4] = index + resolution.x + 1; | |
indices[offset + 5] = index + resolution.x + 2; | |
} | |
uvs[index] = id; | |
}); | |
ret.vertices = vertices; | |
ret.SetIndices(indices, MeshTopology.Triangles, 0); | |
ret.normals = normals; | |
ret.SetUVs(0, uvs); | |
ret.UploadMeshData(true); | |
return ret; | |
} | |
} |
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