// Update is called once per frame void Update() { MeshFilter meshFilter = this.GetComponent <MeshFilter>(); // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh for (int i = 0; i < row; i++) { for (int j = 0; j < col; j++) { center.Set(j * size.x * (float)distance, 0, i * size.z * (float)distance); vfxList[i, j].transform.position = new Vector3(j * size.x * (float)distance, 0, i * size.z * (float)distance); CreateCube(center, center.x, center.z, i, j); } } if (!animateVFX) { meshFilter.mesh = mc.CreateMesh(); } }
protected void Update() { meshCreator.Clear(); Vector3 center = transform.localPosition; CreateCube(center, Time.deltaTime); meshFilter.mesh = meshCreator.CreateMesh(); }
void Update() { // float height = 1 + 0.9f * Perlin.Noise(col * size.x * (float)1.2, row * size.z * (float)1.2, Random.Range(0.05f, 0.5f)); float vertexChange = 1 + 0.9f * Perlin.Noise((float)1.2, radius * (float)1.2, Random.Range(1.0f, 2.5f)); // Mesh sphereMesh = GetComponent<MeshFilter>().mesh = SphereCreator.Create(subdivisions, radius); MeshFilter meshFilter = GetComponent <MeshFilter>(); meshFilter.mesh = SphereCreator.Create(subdivisions, radius, vertexChange);; mc.Clear(); // Clear internal lists and mesh }
void Update() { mc.Clear(); // add vertices for (int i = 0; i <= width; i++) { float x = i * squareSize; for (int j = 0; j <= depth; j++) { float z = j * squareSize; // compute noise at given space time point float noiseOut = Perlin.Noise(noiseScale.x * i, noiseScale.y * Time.time, noiseScale.z * j); // normalize noise noiseOut += 1; noiseOut /= 2; // compute y-value from noise float y = noiseOut * maxHeight; // compute uv float u = (float)i / width; float v = (float)j / depth; // compute color from noise Color color = minColor + noiseOut * (maxColor - minColor); // add the vertex vertices[i, j] = new ColoredPoint(x, y, z, color.r, color.g, color.b); } } // build triangles out of those vertices for (int i = 0; i < width; i++) { for (int j = 0; j < depth; j++) { ColoredPoint a = vertices[i, j]; ColoredPoint b = vertices[i + 1, j]; ColoredPoint c = vertices[i, j + 1]; ColoredPoint d = vertices[i + 1, j + 1]; mc.BuildTriangle(d, b, a); mc.BuildTriangle(c, d, a); } } meshFilter.mesh = mc.CreateMesh(); }
private void Update() { // Clear the mesh data meshCreator.Clear(); // Loop to obtain grids of terrain for (int x = 0; x < width; ++x) { for (int y = 0; y < width; ++y) { CreateTerrainSqure(x, y); } } meshFilter.mesh = meshCreator.CreateMesh(); }
// Update is called once per frame void Update() { MeshFilter meshFilter = this.GetComponent <MeshFilter>(); // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh for (int i = 0; i < cubeCout; i++) { // center.Set(i * size.x * (float)1.2 * Mathf.PI, 0, i * size.z * (float)1.2 * Mathf.PI); center.Set(Mathf.Sin((360 / cubeCout) * i * Mathf.PI / 180) * radius, 0, Mathf.Cos((360 / cubeCout) * i * Mathf.PI / 180) * radius); CreateCube(center, i); } meshFilter.mesh = mc.CreateMesh(); }
// Update is called once per frame void Update() { MeshFilter meshFilter = this.GetComponent <MeshFilter>(); // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh for (int row = 0; row < 50; row++) { for (int col = 0; col < 50; col++) { center.Set(col * size.x, 0, row * size.z); CreateCube(center); } } meshFilter.mesh = mc.CreateMesh(); }
void Update() { mc.Clear(); Vector3 cubeSize = size * 0.5f; // top of the cube Vector3 t0 = new Vector3(cubeSize.x, cubeSize.y, -cubeSize.z); Vector3 t1 = new Vector3(-cubeSize.x, cubeSize.y, -cubeSize.z); Vector3 t2 = new Vector3(-cubeSize.x, cubeSize.y, cubeSize.z); Vector3 t3 = new Vector3(cubeSize.x, cubeSize.y, cubeSize.z); // bottom of the cube Vector3 b0 = new Vector3(cubeSize.x, -cubeSize.y, -cubeSize.z); Vector3 b1 = new Vector3(-cubeSize.x, -cubeSize.y, -cubeSize.z); Vector3 b2 = new Vector3(-cubeSize.x, -cubeSize.y, cubeSize.z); Vector3 b3 = new Vector3(cubeSize.x, -cubeSize.y, cubeSize.z); // Top square mc.BuildTriangle(t0, t1, t2); mc.BuildTriangle(t0, t2, t3); // Bottom square mc.BuildTriangle(b2, b1, b0); mc.BuildTriangle(b3, b2, b0); // Back square mc.BuildTriangle(b0, t1, t0); mc.BuildTriangle(b0, b1, t1); mc.BuildTriangle(b1, t2, t1); mc.BuildTriangle(b1, b2, t2); mc.BuildTriangle(b2, t3, t2); mc.BuildTriangle(b2, b3, t3); mc.BuildTriangle(b3, t0, t3); mc.BuildTriangle(b3, b0, t0); meshFilter.mesh = mc.CreateMesh(); }
// Update is called once per frame void Update() { move = move + 0.01f; MeshFilter meshFilter = this.GetComponent <MeshFilter>(); // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh for (int row = 0; row < 20; row++) { for (int col = 0; col < 20; col++) { // center.Set(col * size.x * (float)1.2, Perlin.Noise(col * size.x * (float)0.5f+move,row * size.z * (float)1f+move), row * size.z * (float)1.2); center.Set(col * size.x * (float)1.2, 0.25f * m_audioTest.clipRange(row, col), row * size.z * (float)1.2); CreateCube(center); } } meshFilter.mesh = mc.CreateMesh(); }
// Update is called once per frame void Update() { loudness = this.GetComponent <AudioSourceLoudnessTester>().clipLoudness; // print(loudness); MeshFilter meshFilter = this.GetComponent <MeshFilter>(); // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh for (int row = 0; row < 20; row++) { for (int col = 0; col < 20; col++) { float height = 1 + 0.9f * Perlin.Noise(col * size.x * (float)1.2, row * size.z * (float)1.2, loudness * 30); center.Set(col * size.x * (float)1.2, 0, row * size.z * (float)1.2); CreateCube(center, height); } } meshFilter.mesh = mc.CreateMesh(); }
// Update is called once per frame void Update() { MeshFilter meshFilter = this.GetComponent <MeshFilter>(); // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh //Inputs to increase and decrese grid numbers if (Input.GetKeyDown(KeyCode.Space)) { gridCubes += 10; } if (Input.GetKeyDown(KeyCode.Backspace)) { gridCubes -= 10; } //Inputs to increase and decrease the spacing between the cubes if (Input.GetKeyDown(KeyCode.LeftArrow)) { distBetween -= 0.2; } if (Input.GetKeyDown(KeyCode.RightArrow)) { distBetween += 0.2; } //Inputs for switching color if (Input.GetKeyDown(KeyCode.G)) { //Alter the color altColor.g += 0.1f; //Assign the changed color to the material. rend.material.color = altColor; } if (Input.GetKeyDown(KeyCode.R)) { //Alter the color altColor.r += 0.1f; //Assign the changed color to the material. rend.material.color = altColor; } if (Input.GetKeyDown(KeyCode.B)) { //Alter the color altColor.b += 0.1f; //Assign the changed color to the material. rend.material.color = altColor; } if (Input.GetKeyDown(KeyCode.A)) { //Alter the color altColor.a += 0.1f; //Assign the changed color to the material. rend.material.color = altColor; } if (Input.GetKeyDown(KeyCode.O)) { //Alter the color altColor.a += 0.1f; //Assign the changed color to the material. altColor = orColor; rend.material.color = altColor; } if (Input.GetKeyDown(KeyCode.Return)) { partSpawn = true; } if (Input.GetKeyDown(KeyCode.P)) { partSpawn = false; } //Creating the cubes grid for (int row = 0; row < gridCubes; row++) { for (int col = 0; col < gridCubes; col++) { center.Set(col * size.x * (float)distBetween, 0, row * size.z * (float)distBetween); CreateCube(center); } } meshFilter.mesh = mc.CreateMesh(); }
// Update is called once per frame void Update() { mc.Clear(); CreatePlane(length, width); }
// Update is called once per frame void Update() { float[] spectrum = new float[256]; AudioListener.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular); MeshFilter meshFilter = this.GetComponent <MeshFilter>(); Mesh mesh = this.GetComponent <MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; // one submesh for each face Vector3 center = new Vector3(0, 0, 0); mc.Clear(); // Clear internal lists and mesh if (Input.GetKeyDown(KeyCode.UpArrow)) { resize++; } if (Input.GetKeyDown(KeyCode.DownArrow) && resize > 1.0f) { resize--; } if (Input.GetKeyDown(KeyCode.RightArrow)) { distance += 0.1f; } if (Input.GetKeyDown(KeyCode.LeftArrow) && distance > 1.2f) { distance -= 0.1f; } if (Input.GetKeyDown(KeyCode.A)) { for (int i = 0; i < vertices.Length; i++) { this.GetComponent <MeshRenderer>().material.color = Color.Lerp(Color.yellow, Color.blue, vertices[i].y); } } for (int j = 0; j < 20; j++) { for (int i = 0; i < 20; i++) { Vector3 cubeSize = size * 0.5f; //float timepass = 0; float timepass = Time.deltaTime * 20f; //timepass +=Time.deltaTime* 10.0f; float noisy = cubeSize.y + Perlin.Noise(cubeSize.x + size.x * i * 0.12f * spectrum[i] * 100.0f + timepass, 0, -cubeSize.z + size.z * j * 0.12f * spectrum[i] * 100.0f + timepass); //float noisy = cubeSize.y + Perlin.Noise(cubeSize.x + size.x * i * 0.12f + timepass, 0, -cubeSize.z + size.z * j * 0.12f + timepass); // top of the cube // t0 is top left point Vector3 t0 = new Vector3(cubeSize.x + size.x * i * distance, noisy * resize, -cubeSize.z + size.z * j * distance); Vector3 t1 = new Vector3(-cubeSize.x + size.x * i * distance, noisy * resize, -cubeSize.z + size.z * j * distance); Vector3 t2 = new Vector3(-cubeSize.x + size.x * i * distance, noisy * resize, cubeSize.z + size.z * j * distance); Vector3 t3 = new Vector3(cubeSize.x + size.x * i * distance, noisy * resize, cubeSize.z + size.z * j * distance); // bottom of the cube Vector3 b0 = new Vector3(cubeSize.x + size.x * i * distance, -cubeSize.y, -cubeSize.z + size.z * j * distance); Vector3 b1 = new Vector3(-cubeSize.x + size.x * i * distance, -cubeSize.y, -cubeSize.z + size.z * j * distance); Vector3 b2 = new Vector3(-cubeSize.x + size.x * i * distance, -cubeSize.y, cubeSize.z + size.z * j * distance); Vector3 b3 = new Vector3(cubeSize.x + size.x * i * distance, -cubeSize.y, cubeSize.z + size.z * j * distance); // Top square mc.BuildTriangle(t0, t1, t2); mc.BuildTriangle(t0, t2, t3); // Bottom square mc.BuildTriangle(b2, b1, b0); mc.BuildTriangle(b3, b2, b0); // Back square mc.BuildTriangle(b0, t1, t0); mc.BuildTriangle(b0, b1, t1); mc.BuildTriangle(b1, t2, t1); mc.BuildTriangle(b1, b2, t2); mc.BuildTriangle(b2, t3, t2); mc.BuildTriangle(b2, b3, t3); mc.BuildTriangle(b3, t0, t3); mc.BuildTriangle(b3, b0, t0); meshFilter.mesh = mc.CreateMesh(); if (noisy > 1.1f) { Instantiate(particlesystem, new Vector3(i * 2.0F, noisy * resize * 2, 0), Quaternion.identity); } } } }
private void Update() { _meshCreator.Clear(); GenerateTerrainMesh(); }
public void ClearWorld(MeshCreator world) { world.Clear(); }