public void InstantiateThisChunk() { GOChunk = new GameObject(); //GOChunk.transform.position = SurfacePatches[0, 0].BezierPoints[0, 0].Position; GOChunk.name = "BezierChunk" + Positionkey; GOChunk.AddComponent <MeshFilter>(); GOChunk.AddComponent <MeshRenderer>(); GOChunk.AddComponent <UnityBezierChunk>(); GOChunk.AddComponent <MeshCollider>(); MeshFilter tempFilter = GOChunk.GetComponent <MeshFilter>(); tempFilter.mesh = MetaMesh; MeshRenderer tempRenderer = GOChunk.GetComponent <MeshRenderer>(); tempRenderer.material = new Material(Shader.Find("Custom/CellShading_Ground")); UnityBezierChunk UBChunk = GOChunk.GetComponent <UnityBezierChunk>(); UBChunk.chunk = this; MeshCollider collider = GOChunk.GetComponent <MeshCollider>(); collider.sharedMesh = MetaMesh; UBChunk.MetaMesh = MetaMesh; UBChunk.AverageMidPoint = AverageMidPoint; GOChunk.SetActive(true); GOChunk.transform.parent = GenRef.transform; }
public void RebuildChunkWithNeighbourUpdate() { AssignNoise(); AssignPatches(); GenRef.Cache.UpdateNeighbours(Positionkey); CalculateMetaMesh(); MeshFilter tempFilter = GOChunk.GetComponent <MeshFilter>(); tempFilter.mesh = MetaMesh; MeshRenderer tempRenderer = GOChunk.GetComponent <MeshRenderer>(); tempRenderer.material = new Material(Shader.Find("Custom/CellShading_Ground")); UnityBezierChunk UBChunk = GOChunk.GetComponent <UnityBezierChunk>(); UBChunk.chunk = this; MeshCollider collider = GOChunk.GetComponent <MeshCollider>(); collider.sharedMesh = MetaMesh; UBChunk.MetaMesh = MetaMesh; UBChunk.AverageMidPoint = AverageMidPoint; GOChunk.SetActive(true); }
public void RebuildChunk() { Debug.Log("Rebuild1"); //AssignNoise(); AssignPatches(); CalculateMetaMesh(); MeshFilter tempFilter = GOChunk.GetComponent <MeshFilter>(); tempFilter.mesh = MetaMesh; MeshRenderer tempRenderer = GOChunk.GetComponent <MeshRenderer>(); tempRenderer.material = new Material(Shader.Find("Custom/CellShading_Ground")); UnityBezierChunk UBChunk = GOChunk.GetComponent <UnityBezierChunk>(); UBChunk.chunk = this; MeshCollider collider = GOChunk.GetComponent <MeshCollider>(); collider.sharedMesh = MetaMesh; UBChunk.MetaMesh = MetaMesh; UBChunk.AverageMidPoint = AverageMidPoint; GOChunk.SetActive(true); }