Mesh绘制地形和球

地图绘制:创建一个Plane挂上地形的脚本。

wh是地图的顶点数,本次地形的绘制需要用到柏林噪声算法。

柏林噪声:一个噪声函数基本上是一个种子随机发生器。它需要一个整数作为参数,然后根据这个参数返回一个随机数。如果你两次都传同一个参数进来,它就会产生两次相同的数。这条规律非常重要,否则柏林函数只是生成一堆垃圾。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Terrain : MonoBehaviour
{

    public Texture2D texture;
    public int wh = 128;
    float wid;
    float hid;
    public float p = 0.1f;
    public Color gao = Color.blue;
    public Color di = Color.green;
    // Start is called before the first frame update
    void Start()
    {
        VertexHelper vh = new VertexHelper();
        texture = new Texture2D(wh, wh);
        for (int x = 0; x < wh; x++)
        {
            for (int z = 0; z < wh; z++)
            {
                float noise = Mathf.PerlinNoise((x + wh * wid) * p, (z + wh * hid) * p);
                float y = noise * 4;
                Color color = Color.Lerp(gao, di, noise);
                texture.SetPixel(x, z, color);
                float ux = (float)x / (float)wh;
                float uy = (float)z / (float)wh;
                vh.AddVert(new Vector3(x, y, z), color, new Vector2(ux, uy));
                if (x<wh-1 && z<wh-1)
                {
                    vh.AddTriangle(x * wh + z, x * wh + z + 1, (x + 1) * wh + z + 1);
                    vh.AddTriangle(x * wh + z, (x + 1) * wh + z + 1, (x + 1) * wh + z);
                }

            }
        }
        texture.Apply();
        Mesh mesh = new Mesh();
        vh.FillMesh(mesh);
        GetComponent<MeshFilter>().mesh = mesh;
        GetComponent<MeshRenderer>().material.mainTexture = texture;
        GetComponent<MeshCollider>().sharedMesh = mesh;


    }

    // Update is called once per frame
    void Update()
    {
        
    }
}

 绘制球体:

创建一个空对象,如图:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class CreatQiu : MonoBehaviour
{
    float r = 3;
    float anger;
    public int n;
    public Texture2D texture;

    // Start is called before the first frame update
    void Start()
    {
        VertexHelper vh = new VertexHelper();
        anger = (2 * Mathf.PI) / n;
        for (int i = 0; i < n/2+1; i++)
        {
            float r0 = Mathf.Sin(anger * i) * r;
            float y = Mathf.Cos(anger * i) * r;
            float uy = (float)(i) / (n / 2 + 1);
            for (int j = 0; j < n; j++)
            {
                float x = Mathf.Sin(anger * j) * r0;
                float z = Mathf.Cos(anger * j) * r0;
                float ux = (float)(j) / n;
                vh.AddVert(new Vector3(x, y, z), Color.white, new Vector2(ux, uy));
                if (j==n-1)
                {
                    float x0 = Mathf.Sin(anger * 0) * r0;
                    float z0 = Mathf.Cos(anger * 0) * r0;
                    vh.AddVert(new Vector3(x0, y, z0), Color.white, new Vector2(1, uy));
                }
                if (i<n/2)
                {
                    vh.AddTriangle((i + 1) * (n + 1) + j, i * (n + 1) + j + 1, i * (n + 1) + j);
                    vh.AddTriangle((i + 1) * (n + 1) + j, (i + 1) * (n + 1) + j + 1, i * (n + 1) + j + 1);

                }
            }
        }
        Mesh mesh = new Mesh();
        vh.FillMesh(mesh);
        GetComponent<MeshFilter>().mesh = mesh;
        GetComponent<MeshCollider>().sharedMesh = mesh;
        GetComponent<MeshRenderer>().material.mainTexture = texture;

    }

 
}

 

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