本文整理汇总了C#中MeshData.BakeNormals方法的典型用法代码示例。如果您正苦于以下问题:C# MeshData.BakeNormals方法的具体用法?C# MeshData.BakeNormals怎么用?C# MeshData.BakeNormals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.BakeNormals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[,] heightMap, float heightMultiplier, AnimationCurve _heightCurve, int levelOfDetail) {
AnimationCurve heightCurve = new AnimationCurve (_heightCurve.keys);
int meshSimplificationIncrement = (levelOfDetail == 0)?1:levelOfDetail * 2;
int borderedSize = heightMap.GetLength (0);
int meshSize = borderedSize - 2*meshSimplificationIncrement;
int meshSizeUnsimplified = borderedSize - 2;
float topLeftX = (meshSizeUnsimplified - 1) / -2f;
float topLeftZ = (meshSizeUnsimplified - 1) / 2f;
int verticesPerLine = (meshSize - 1) / meshSimplificationIncrement + 1;
MeshData meshData = new MeshData (verticesPerLine);
int[,] vertexIndicesMap = new int[borderedSize,borderedSize];
int meshVertexIndex = 0;
int borderVertexIndex = -1;
for (int y = 0; y < borderedSize; y += meshSimplificationIncrement) {
for (int x = 0; x < borderedSize; x += meshSimplificationIncrement) {
bool isBorderVertex = y == 0 || y == borderedSize - 1 || x == 0 || x == borderedSize - 1;
if (isBorderVertex) {
vertexIndicesMap [x, y] = borderVertexIndex;
borderVertexIndex--;
} else {
vertexIndicesMap [x, y] = meshVertexIndex;
meshVertexIndex++;
}
}
}
for (int y = 0; y < borderedSize; y += meshSimplificationIncrement) {
for (int x = 0; x < borderedSize; x += meshSimplificationIncrement) {
int vertexIndex = vertexIndicesMap [x, y];
Vector2 percent = new Vector2 ((x-meshSimplificationIncrement) / (float)meshSize, (y-meshSimplificationIncrement) / (float)meshSize);
float height = heightCurve.Evaluate (heightMap [x, y]) * heightMultiplier;
Vector3 vertexPosition = new Vector3 (topLeftX + percent.x * meshSizeUnsimplified, height, topLeftZ - percent.y * meshSizeUnsimplified);
meshData.AddVertex (vertexPosition, percent, vertexIndex);
if (x < borderedSize - 1 && y < borderedSize - 1) {
int a = vertexIndicesMap [x, y];
int b = vertexIndicesMap [x + meshSimplificationIncrement, y];
int c = vertexIndicesMap [x, y + meshSimplificationIncrement];
int d = vertexIndicesMap [x + meshSimplificationIncrement, y + meshSimplificationIncrement];
meshData.AddTriangle (a,d,c);
meshData.AddTriangle (d,a,b);
}
vertexIndex++;
}
}
meshData.BakeNormals ();
return meshData;
}