Example #1
0
    public void CreateTerrain()
    {
        Debug.Log("Collider path - points: "+ Collider.points.Length + ", pathCount: " + Collider.pathCount + ", shapeCount: " + Collider.shapeCount + ", Collider.GetTotalPointCount(): " + Collider.GetTotalPointCount());
        for (int i = 0; i < Collider.points.Length; i++) {
            Debug.Log("Point " + i + ": " + Collider.points[i]);
        }
        for (int i = 0; i < Collider.pathCount; i++) {
            Debug.Log("Path " + i + ": " + Collider.GetPath(i).ToStr());
        }

        var verts = new Vector3[Collider.points.Length];

        int iterations = verts.Length / 2 - 1;
        var triangles = new int[(verts.Length - 2) * 3];
        var uvs = new Vector2[verts.Length];

        for (int i = 0; i < Collider.points.Length; i++) {
            verts[i] = Collider.points[i];
        }

        for (int i = 0; i < iterations; ++i)
        {
            int i2 = i * 6;
            int i3 = i * 2;

            triangles[i2] = i3 + 2;
            triangles[i2 + 1] = i3 + 1;
            triangles[i2 + 2] = i3 + 0;

            triangles[i2 + 3] = i3 + 2;
            triangles[i2 + 4] = i3 + 3;
            triangles[i2 + 5] = i3 + 1;
        }

        for (int i=0; i < uvs.Length; i++) {
            uvs[i] = new Vector2(verts[i].x, verts[i].y);
        }

        Debug.Log("Mesh verts: " + verts.ToStr());
        Debug.Log("Mesh triangles: " + triangles.ToStr());
        Debug.Log("Mesh uv: " + uvs.ToStr());

        Filter.mesh.Clear();
        Filter.mesh.vertices = verts;
        Filter.mesh.triangles = triangles;
        Filter.mesh.uv = uvs;
    }