示例#1
0
        public void Create(VertexGenerator vg, Vector3 origin)
        {
            //Track the angle we are currenlty on
            TerrainAngle = vg.CurrentTerrainRule.Angle;

            //Create the front mesh and populate our key verts for the front plane
            MeshPiece mp = new MeshPiece(vg, MeshPiece.Plane.Front, settings);

            mp.PopulateKeyVerticies(MeshPiece.Plane.Front);

            //Now create the mesh
            mp.Create(origin, TerrainAngle);


            //The first mesh could be null if we are below the minimum verticies we need to create a plane
            if (mp.MeshObject != null)
            {
                //Create a placeholder object for our mesh pieces
                InstantiateTerrainObject();

                //if (meshCollider == null) {
                //    meshCollider = TerrainObject.AddComponent<MeshCollider>();
                //    meshCollider.convex = true;
                //}

                if (terrainCollider == null)
                {
                    terrainCollider          = TerrainObject.AddComponent <TerrainCollider>();
                    terrainCollider.material = new PhysicMaterial();
                }

                //And add the front plane mesh piece to our list of meshes in the terrain piece
                MeshPieces.Add(mp);


                if (settings.DrawDetailMeshRenderer)
                {
                    MeshPiece mpDetail = new MeshPiece(vg, MeshPiece.Plane.Detail, settings);
                    mpDetail.Create(origin + settings.DetailPlaneOffset, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpDetail);
                }



                if (settings.DrawTopMeshCollider || settings.DrawTopMeshRenderer)
                {
                    MeshPiece mpTop = new MeshPiece(vg, MeshPiece.Plane.Top, settings);
                    mpTop.Create(mp.StartTopMesh, TerrainAngle, mp.KeyTopVerticies);
                    MeshPieces.Add(mpTop);
                }



                //Just to tidy up the heirarchy
                ParentMeshesToTerrainObject();
            }
        }