public void Init()
{
float r = Diameter / 2;
Mesh mesh = new Mesh();
VertexHelper vh = new VertexHelper();
int[,] indices = new int[Diameter + 1, Diameter + 1];
int indexCounter = 0;
for (int i = 0; i <= Diameter; i++)
{
for (int j = 0; j <= Diameter; j++)
{
float dis = Vector3.Distance(new Vector3(i, 0, j), new Vector3(Diameter / 2, 0, Diameter / 2));
if (dis <= r)
{
float h = r - dis;
float y = (Mathf.PerlinNoise(i * 0.03f, j * 0.03f) * h + h) / 5;
Vector3 vert = new Vector3(i, y, j);
indices[i, j] = indexCounter;
vh.AddVert(vert, Color.black, new Vector2(i / (float)Diameter, j / (float)Diameter));
indexCounter++;
}
else
{
indices[i, j] = -1;
}
}
}
for (int i = 0; i < Diameter; i++)
{
for (int j = 0; j < Diameter; j++)
{
int index0 = indices[i, j];
int index1 = indices[i + 1, j];
int index2 = indices[i, j + 1];
int index3 = indices[i + 1, j + 1];
/*(i, j + 1)----(i + 1, j + 1)
2 3
0 1
(i, j)----(i + 1, j)*/
if (index0 != -1 && index2 != -1 && index3 != -1)
{
vh.AddTriangle(index0, index2, index3);
}
if (index0 != -1 && index1 != -1 && index3 != -1)
{
vh.AddTriangle(index0, index3, index1);
}
}
}
vh.FillMesh(mesh);
GetComponent<MeshFilter>().mesh = mesh;
Material mat = new Material(Shader.Find("Standard"));
GetComponent<MeshRenderer>().material = mat;
}
代码比较简单 自行理解