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类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;
}