Created
October 11, 2019 21:03
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Procedural Terrain for Unity
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class ProceduralTerrain : MonoBehaviour | |
{ | |
Vector3[] vertices; | |
int[] triangles; | |
Mesh mesh; | |
public int xSize = 20; | |
public int zSize = 20; | |
MeshCollider meshCollider; | |
float timer = 0f; | |
bool done = false; | |
// Start is called before the first frame update | |
void Start() | |
{ | |
mesh = new Mesh(); | |
GetComponent<MeshFilter>().mesh = mesh; | |
meshCollider = gameObject.AddComponent<MeshCollider>(); | |
CreateShape(0f); | |
UpdateMesh(); | |
} | |
void CreateShape(float h){ | |
vertices = new Vector3[(xSize+1) * (zSize +1)]; | |
int i = 0; | |
for(int z=0; z <= zSize; z++){ | |
for(int x=0; x <= xSize; x++){ | |
float y = Mathf.PerlinNoise(x*.3f, z*.3f) * h; | |
vertices[i] = new Vector3(x,y,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(); | |
// update collider? | |
meshCollider.sharedMesh = mesh; | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
timer += Time.deltaTime; | |
if(timer > 10f){ | |
CreateShape(0f); | |
UpdateMesh(); | |
} | |
else if(timer > 5f){ | |
done = true; | |
CreateShape(2f); | |
UpdateMesh(); | |
} | |
} | |
void OnDrawGizmos(){ | |
} | |
} |
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