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

89 lines
1.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshFilter))]
public class MeshGen : MonoBehaviour
{
Mesh mesh;
Vector3[] vertices;
int[] triangles;
public int xSize = 10;
public int zSize = 10;
private void Start()
{
mesh = new Mesh();
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
GetComponent<MeshFilter>().mesh = mesh;
CreateShape();
UpdateMesh();
}
private void CreateShape()
{
vertices = new Vector3[(xSize + 1) * (zSize + 1)];
for (int i = 0, z = 0; z <= zSize; z++)
{
for (int x = 0; x <= xSize; x++)
{
vertices[i] = new Vector3(x, 2, 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;
}
vert++;
}
}
void UpdateMesh()
{
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
mesh.RecalculateTangents();
}
/* private void OnDrawGizmos()
{
if (vertices == null)
return;
for (int i = 0; i < vertices.Length; i++)
{
Gizmos.DrawSphere(vertices[i], .1f);
}
}
*/
}