Created
September 8, 2014 18:48
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Creates a mesh where every triangle has a unique set of verts.
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using System; | |
using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
public class CreateWorldMesh : MonoBehaviour | |
{ | |
public int dimension; | |
public bool isTerrain; | |
public float terrainPower; | |
public void Start() | |
{ | |
MeshFilter meshFilter = GetComponent<MeshFilter>(); | |
if (meshFilter == null) | |
{ | |
Debug.LogError("MeshFilter not found!"); | |
return; | |
} | |
// create square set of points | |
Vector3[] points = new Vector3[(int) Math.Pow(dimension + 1, 2)]; | |
//Debug.Log("points length" + points.Length); | |
// fill set with points | |
int j = 0; | |
for (int x = 0; x <= dimension; x++) | |
{ | |
for (int z = 0; z <= dimension; z++) | |
{ | |
Debug.Log(j); | |
points[j] = new Vector3(x, 0, z); | |
j++; | |
} | |
} | |
// clear the mesh | |
Mesh mesh = new Mesh(); | |
// create set of verts | |
Vector3[] verts = new Vector3[6 * (int) Math.Pow(dimension, 2)]; | |
//Debug.Log("verts length" + verts.Length); | |
// fill set with verts from points | |
int k = 0; | |
for (int x = 0; x < dimension; x++) | |
{ | |
for (int z = 0; z < dimension; z++) | |
{ | |
// top triangle of quad | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + 0)); | |
verts[k] = points[z + ((x * dimension) + x) + 0]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + 1)); | |
verts[k] = points[z + ((x * dimension) + x) + 1]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + dimension + 2)); | |
verts[k] = points[z + ((x * dimension) + x) + dimension + 2]; | |
k++; | |
// bottom triangle of quad | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + 0)); | |
verts[k] = points[z + ((x * dimension) + x) + 0]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + dimension + 2)); | |
verts[k] = points[z + ((x * dimension) + x) + dimension + 2]; | |
k++; | |
//Debug.Log(k + " " + (z + ((x * dimension) + x) + dimension + 1)); | |
verts[k] = points[z + ((x * dimension) + x) + dimension + 1]; | |
k++; | |
} | |
} | |
// create set of triangles | |
int[] tris = new int[6 * (int) Math.Pow(dimension, 2)]; | |
for (int i = 0; i < tris.Length; i++) | |
{ | |
tris[i] = i; | |
} | |
// create set of UVs | |
Vector2[] uvs = new Vector2[verts.Length]; | |
for (int i = 0; i < uvs.Length; i++) | |
{ | |
uvs[i] = new Vector2(verts[i].x, verts[i].z); | |
} | |
// assign everything to mesh | |
mesh.vertices = verts; | |
mesh.triangles = tris; | |
mesh.uv = uvs; | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
mesh.Optimize(); | |
meshFilter.mesh = mesh; | |
if (isTerrain) | |
{ | |
MakeTerrain(); | |
} | |
AssetDatabase.CreateAsset(mesh, "Assets/Models/water.prefab"); | |
AssetDatabase.SaveAssets(); | |
} | |
private void MakeTerrain() | |
{ | |
Mesh mesh = GetComponent<MeshFilter>().mesh; | |
Vector3[] baseHeight = mesh.vertices; | |
Vector3[] vertices = new Vector3[baseHeight.Length]; | |
for (var i = 0; i < vertices.Length; i++) | |
{ | |
Vector3 vertex = baseHeight[i]; | |
if (vertex.x != 0 && vertex.z != 0 && vertex.x != dimension && vertex.z != dimension) | |
{ | |
Debug.Log(vertex.x + " " + vertex.z + " " + Mathf.PerlinNoise(vertex.x + 0.3f, vertex.z + 0.3f)); | |
vertex.y = Mathf.PerlinNoise(vertex.x + 0.3f, vertex.z + 0.1f) * terrainPower; | |
} | |
vertices[i] = vertex; | |
} | |
mesh.vertices = vertices; | |
mesh.RecalculateNormals(); | |
GetComponent<MeshFilter>().mesh = mesh; | |
} | |
} |
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