soundvision/UnityProject/Assets/Scenes/Examples/SpectrogramWorld/MeshGen.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
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public class MeshGen : MonoBehaviour
{
Mesh mesh;
Vector3[] vertices;
int[] triangles;
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public float xSize = 1;
public float zSize = 1;
public int xRes = 100;
public int zRes = 100;
Vector2[] uvs;
Vector4[] tangents;
private void Start()
{
mesh = new Mesh();
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
CreateShape();
UpdateMesh();
}
private void CreateShape()
{
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//vertices being calculated
vertices = new Vector3[(xRes + 1) * (zRes + 1)];
uvs = new Vector2[vertices.Length];
tangents = new Vector4[vertices.Length];
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for (int i = 0, z = 0; z <= zRes; z++)
{
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for (int x = 0; x <= xRes; x++)
{
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//convert int to float, then map range 0-1, then move by half size (origin at center), then scale by size
vertices[i] = new Vector3(((x * 1.0f / xRes - 0.5f) * xSize), 0,(z * 1.0f / zRes - 0.5f) * zSize);
//map uvs 0-1 depending onf Resolution of mesh
uvs[i] = new Vector2(x * 1.0f / xRes, z * 1.0f / zRes);
//set all tangents to plane
tangents[i] = new Vector4(1f, 0f, 0f, -1f);
i++;
}
}
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//triangles being calculated
triangles = new int[xRes * zRes * 6];
int vert = 0;
int tris = 0;
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for (int z = 0; z < zRes; z++)
{
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for (int x = 0; x < xRes; x++)
{
triangles[tris + 0] = vert + 0;
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triangles[tris + 1] = vert + xRes + 1;
triangles[tris + 2] = vert + 1;
triangles[tris + 3] = vert + 1;
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triangles[tris + 4] = vert + xRes + 1;
triangles[tris + 5] = vert + xRes + 2;
vert++;
tris += 6;
}
vert++;
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}
}
void UpdateMesh()
{
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
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mesh.uv = uvs;
mesh.tangents = tangents;
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mesh.RecalculateNormals();
GetComponent<MeshFilter>().mesh = mesh;
}
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/*
private void OnDrawGizmos()
{
if (vertices == null)
return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
*/
}
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