Unity 绘制圆形岛屿地形

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

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