Unity+Code Learning

【Unity x Mesh】网格生成笔记②-地形生成

2019-08-03  本文已影响0人  zitaoye

参考Brackeys视频 https://www.youtube.com/watch?v=64NblGkAabk&t=1s

紧接上篇 【Unity x Mesh】网格生成笔记①-基础

using UnityEnginel

[RequireComponent(typeof(MeshFilter))]
public class MeshGenerator: MonoBehaviour{

Mesh mesh;

Vector3[] vertices;
int[] triangles;

// vertix 的数量是size+1
public int xSize = 20;
public int zSize =20;

void Start(){
  mesh = new Mesh();
  GetComponent<MeshFilter>().mesh = mesh;

 StartCoroutine(CreateShape());
  
}


void Update()
{
  UpdateMesh();
}

IEnumerator CreateShape()
{
  //有这么多的顶点
  vertices = new Vector3[(xSize + 1 ) * (zSize +1)];
  
  //可以把index放在for循环参数中
  for( int i = 0,int z = 0; z<=zSize; z++)
  {
    for(int x = 0; x < xSize; x++)
    {
        //随机数,perlin noise
        float y = Mathf.PerlinNoise(x*.3f,z)*2f;
        vertices[i] = new Vector3 (x,y,z);
        i++;
    }
  }

  triangles = new int[xSize * zSize*6];
  int vert = 0;
  int tris = 0;
 
  for (int z = 0; z< zSize;z++)
  {
     for(int x = 0; x<xSize; x++)
    {
      
      triangles[tris+0] = vert+ 0;
      triangles[tris+1]= vert + xSize + 1;
      triangles[tris+2]= vert + 1;
      triangles[tris+3] =vert +1;
      triangles[tris+4] =vert +xSize+1;
      triangles[tris+5] =vert +xSize+2;

      vert++;
      tris+=6;
      yield return new WaitForSecond(0.05f);
    }
    //不加的话会有重叠?
    vert++;
  }
  

 }

void UpdateMesh()
{
  mesh.Clear();
  mesh.vertices = vertices;
  mesh.triangles = triangles;

  // 光线更新,法线的角度吸收
  mesh.ReCalculateNormal();
}


//似乎会自动运行这个
void OnDrawGizmos(){
  if(vertices == null)
    return;
  for (int i = 0; i < vertices.Length; i++)
  {
    Gizmos.DrawSphere(vertices[i], .1f)
  }
}

}

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