Created
May 3, 2011 03:59
-
-
Save Gillissie/952795 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
static function createPlane(tileWidth:int,tileDepth:int,spacing:int):Mesh | |
{ | |
var mesh:Mesh = new Mesh(); | |
var vertices:Vector3[] = new Vector3[(tileWidth + 1) * (tileDepth + 1)]; | |
var triangles:int[] = new int[tileWidth * tileDepth * 2 * 3]; | |
var uvs:Vector2[] = new Vector2[(tileWidth + 1) * (tileDepth + 1)]; | |
var i:int = 0; | |
var x:int = 0; | |
var z:int = 0; | |
var uvOffset:float = 1.0 / (Mathf.Max(tileWidth,tileDepth) + 1); | |
// Create vertices. | |
for (z = 0; z < tileDepth + 1; z++) | |
{ | |
for (x = 0; x < tileWidth + 1; x++) | |
{ | |
vertices[i] = Vector3(x * spacing,0,z * spacing); | |
uvs[i] = Vector2(uvOffset * x, uvOffset * z); | |
i++; | |
} | |
} | |
i = 0; | |
// Create triangles. | |
for (z = 0; z < tileDepth; z++) | |
{ | |
for (x = 0; x < tileWidth; x++) | |
{ | |
// Create two triangles at a time (a quad), so increment by 6 with each tile. | |
// Figure out which indexes are for the four vertices around the current tile's quad. | |
var idx1:int = z * (tileWidth + 1) + x; | |
var idx2:int = (z + 1) * (tileWidth + 1) + x; | |
var idx3:int = (z + 1) * (tileWidth + 1) + x + 1; | |
var idx4:int = z * (tileWidth + 1) + x + 1; | |
triangles[i] = idx1; | |
triangles[i + 1] = idx2; | |
triangles[i + 2] = idx3; | |
triangles[i + 3] = idx1; | |
triangles[i + 4] = idx3; | |
triangles[i + 5] = idx4; | |
i += 6; | |
} | |
} | |
mesh.vertices = vertices; | |
mesh.triangles = triangles; | |
mesh.uv = uvs; | |
mesh.Optimize(); | |
mesh.RecalculateBounds(); | |
mesh.RecalculateNormals(); | |
Debug.Log("bounds size: " + mesh.bounds.size); | |
return mesh; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment