/// <summary>Smoothes the edges of a grid. Uses neigbour values to create the normals for the edges</summary> private void SmoothEdges(AbstractGridMesh grid) { // bottom edge for (var x = 0; x <= _sizeX; x++) { grid.SetNormal(x, 0, CalcEdgeNormal(x + OverlapBorderWidth, OverlapBorderWidth)); } // top edge for (var x = 0; x <= _sizeX; x++) { grid.SetNormal(x, _sizeZ, CalcEdgeNormal(x + OverlapBorderWidth, _sizeZ + OverlapBorderWidth)); } // left edge for (var z = 0; z <= _sizeZ; z++) { grid.SetNormal(0, z, CalcEdgeNormal(OverlapBorderWidth, z + OverlapBorderWidth)); } // right edge for (var z = 0; z <= _sizeZ; z++) { grid.SetNormal(_sizeX, z, CalcEdgeNormal(_sizeX + OverlapBorderWidth, z + OverlapBorderWidth)); } }
public override void Start() { _grid = _chunk.CreateChild("Landscape " + _node.Id).AddComponent <SmoothShadedGridMesh>(); base.Start(); }
public void OnLandscapeCreated(AbstractGridMesh landscape, int id) { _landscapeMeshList.Add(id, landscape); }