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C# MeshData.Finalize方法代码示例

本文整理汇总了C#中MeshData.Finalize方法的典型用法代码示例。如果您正苦于以下问题:C# MeshData.Finalize方法的具体用法?C# MeshData.Finalize怎么用?C# MeshData.Finalize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MeshData的用法示例。


在下文中一共展示了MeshData.Finalize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, bool useFlatShading)
    {
        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, useFlatShading);

        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.Finalize();
        return meshData;
    }
开发者ID:rense,项目名称:Procedural-Landmass-Generation,代码行数:63,代码来源:MeshGenerator.cs


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