本文整理汇总了C#中MeshData.AddTringle方法的典型用法代码示例。如果您正苦于以下问题:C# MeshData.AddTringle方法的具体用法?C# MeshData.AddTringle怎么用?C# MeshData.AddTringle使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类MeshData
的用法示例。
在下文中一共展示了MeshData.AddTringle方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: GenerateTerrainMesh
public static MeshData GenerateTerrainMesh(float[,] noiseMap, float heightMultiplier, AnimationCurve heightCurve, int levelOfDetail)
{
int height = noiseMap.GetLength(0);
int width = noiseMap.GetLength(1);
// For centering mesh
float topLeftX = (width - 1) / -2.0f;
float topLeftZ = (height - 1) / 2.0f;
// If levelOfDeteail is 0 then change to 1 else multiplie by 2
// This is because we dont get stuck in infinity loop
int detailIncrement = (levelOfDetail == 0) ? 1 : levelOfDetail * 2;
int verticesPerLine = (width - 1) / detailIncrement + 1;
MeshData meshData = new MeshData(verticesPerLine, verticesPerLine);
int vertexIndex = 0;
for (int i = 0; i < height; i += detailIncrement) {
for (int j = 0; j < width; j += detailIncrement) {
// Height Curve gives us coresponding value based on passed value
meshData.vertices[vertexIndex] = new Vector3(topLeftX + j, noiseMap[i, j] * heightCurve.Evaluate(noiseMap[i, j]) * heightMultiplier, topLeftZ - i);
meshData.UVMaps[vertexIndex] = new Vector2(j / (float)width, i / (float)height);
if (j < width - 1 && i < height - 1) {
meshData.AddTringle(vertexIndex, vertexIndex + verticesPerLine + 1, vertexIndex + verticesPerLine);
meshData.AddTringle(vertexIndex + verticesPerLine + 1, vertexIndex, vertexIndex + 1);
}
vertexIndex++;
}
}
return meshData;
}