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Perlin noise in Unity (from this tutorial https://youtu.be/f6cAAjMfPs8) // modified
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class GenerateWaveScript : MonoBehaviour { | |
[Range(0.1f, 20.0f)] | |
public float heightScale = 5.0f; | |
[Range(0.1f, 40.0f)] | |
public float detailScale = 5.0f; | |
private Mesh myMesh; | |
private Vector3[] vertices; | |
private void Update() | |
{ | |
GenerateWave(); | |
} | |
void GenerateWave() { | |
myMesh = this.GetComponent<MeshFilter>() .mesh; | |
vertices = myMesh.vertices; | |
int counter = 0; | |
int yLevel = 0; | |
for (int i = 0; i < 11; i++) | |
{ | |
for (int j = 0; j < 11; j++) { | |
CalculationMethod(counter, yLevel); | |
counter++; | |
} | |
yLevel++; | |
} | |
myMesh.vertices = vertices; | |
myMesh.RecalculateBounds(); | |
myMesh.RecalculateNormals(); | |
Destroy(gameObject.GetComponent<MeshCollider>()); | |
MeshCollider collider = gameObject.AddComponent<MeshCollider>(); | |
collider.sharedMesh = null; | |
collider.sharedMesh = myMesh; | |
} | |
public bool waves = false; | |
public float wavesSpeed = 5.0f; | |
void CalculationMethod(int i, int j) { | |
Vector3 p = this.transform.TransformPoint(vertices[i]); | |
if (waves) { | |
vertices[i].z = Mathf.PerlinNoise( | |
Time.time / wavesSpeed + p.x / detailScale, | |
Time.time / wavesSpeed) * heightScale; | |
vertices[i].z -= j; | |
} else { | |
vertices[i].z = Mathf.PerlinNoise( | |
p.x / detailScale, | |
0) * heightScale; | |
vertices[i].z -= j; | |
} | |
} | |
} |
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