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Create a fractal landscape mesh in Unity3D, using midpoint subdivision
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class fractalland : MonoBehaviour {
Vector3[][] newArray(int size)
{
Vector3[][] v = new Vector3[size][];
for (int i=0; i < size; i++)
v[i] = new Vector3[size];
return v;
}
float heightOffset(float yscale)
{
return (Random.Range(-yscale,yscale) + Random.Range(-yscale,yscale) + Random.Range(-yscale,yscale))/3f;
}
void Start ()
{
Vector3[][] verts0;
int size = 2, size0, i, j;
float yscale = 10f;
Vector3[][] verts = newArray(2);
verts[0][0] = new Vector3(-10,0,-10);
verts[1][0] = new Vector3(10,0,-10);
verts[0][1] = new Vector3(-10,0,10);
verts[1][1] = new Vector3(10,0,10);
for (int level=0; level < 3; level++)
{
verts0 = verts;
size0 = size;
size = size * 2 - 1;
verts = newArray(size);
yscale /= 1.8f;
for (i=0; i < size0; i++)
for (j=0; j < size0; j++)
{
verts[i*2][j*2] = verts0[i][j];
}
for (j=0; j < size0; j++)
for (i=0; i < size0-1; i++)
{
Vector3 v = (verts0[i][j] + verts0[i+1][j])/2;
v.y += heightOffset(yscale);
verts[i*2+1][j*2] = v;
}
for (i=0; i < size0; i++)
for (j=0; j < size0-1; j++)
{
Vector3 v = (verts0[i][j] + verts0[i][j+1])/2;
v.y += heightOffset(yscale);
verts[i*2][j*2+1] = v;
}
for (i=0; i < size0-1; i++)
for (j=0; j < size0-1; j++)
{
Vector3 v = (verts0[i][j] + verts0[i+1][j] + verts0[i][j+1] + verts0[i+1][j+1])/4;
v.y += heightOffset(yscale);
verts[i*2+1][j*2+1] = v;
}
}
Vector3[] myVerts = new Vector3[size*size];
for (i=0; i < size; i++)
for (j=0; j < size; j++)
{
myVerts[i+j*size] = verts[i][j];
}
int[] myTris = new int[(size-1)*(size-1)*2*3];
int index = 0;
for (j=0; j < size-1; j++)
for (i=0; i < size-1; i++)
{
myTris[index++] = i + j*size;
myTris[index++] = i + (j+1)*size;
myTris[index++] = (i+1) + j*size;
myTris[index++] = i + (j+1)*size;
myTris[index++] = (i+1) + (j+1)*size;
myTris[index++] = (i+1) + j*size;
}
Mesh myMesh = gameObject.GetComponent<MeshFilter>().mesh;
myMesh.Clear();
myMesh.vertices = myVerts;
myMesh.triangles = myTris;
myMesh.RecalculateNormals();
}
void Update ()
{
}
}
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