public TerrainChunk(TerraTerrain terrain, TerrainChunk parent, Vector3 start, Vector3 right, Vector3 forward, int resolution, int layer) { this.parent = parent; this.start = start; this.right = right; this.forward = forward; this.resolution = resolution; this.layer = layer; go = new GameObject("TerrainChunkLOD" + layer); meshFilter = go.AddComponent <MeshFilter>(); meshRenderer = go.AddComponent <MeshRenderer>(); if (parent == null) { go.transform.parent = terrain.transform; } else { go.transform.parent = parent.go.transform; } mesh = new Mesh(); meshFilter.mesh = mesh; }
private void Regenerate() { Graph.RebuildConnections(); Base = gameObject; Graph.ActiveTerrain = this; if (Chunk == null) { Chunk = new TerrainChunk(this, null, new Vector3(-0.5f, 0, -0.5f), Vector3.right, Vector3.forward, 255, 0); } Chunk.Generate(this); }