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PerlinNoisePlane in Unity3D
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using UnityEngine; | |
using System.Collections; | |
public class PerlinNoisePlane : MonoBehaviour { | |
public float power = 3.0f; | |
public float scale = 1.0f; | |
private Vector2 v2SampleStart = new Vector2(0f, 0f); | |
void Start () { | |
MakeSomeNoise (); | |
} | |
void Update () { | |
if (Input.GetKeyDown (KeyCode.Space)) { | |
v2SampleStart = new Vector2(Random.Range (0.0f, 100.0f), Random.Range (0.0f, 100.0f)); | |
MakeSomeNoise(); | |
} | |
} | |
void MakeSomeNoise() { | |
MeshFilter mf = GetComponent<MeshFilter>(); | |
Vector3[] vertices = mf.mesh.vertices; | |
for (int i = 0; i < vertices.Length; i++) { | |
float xCoord = v2SampleStart.x + vertices[i].x * scale; | |
float yCoord = v2SampleStart.y + vertices[i].z * scale; | |
vertices[i].y = (Mathf.PerlinNoise (xCoord, yCoord) - 0.5f) * power; | |
} | |
mf.mesh.vertices = vertices; | |
mf.mesh.RecalculateBounds(); | |
mf.mesh.RecalculateNormals(); | |
} | |
} |
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