Created
October 17, 2018 22:56
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Create simple animated waves
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// Creates a Unity Mesh that contains a wavy 2D surface, then animates that surface. | |
// Based on grid.cs (except now in the X/Z plane), gives each vertex a different height using Sin & Cos. | |
// Should be attached to a GameObject that already has a MeshFilter component. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class waves : MonoBehaviour { | |
public int numRows=10, numCols=10; | |
public float minX=-1, maxX=1, minZ=-1, maxZ=1; | |
public float height=0.1f; | |
private Vector3[] myVerts; | |
void Start () | |
{ | |
int index; | |
myVerts = new Vector3[numRows*numCols]; | |
index = 0; | |
for (int j=0; j < numRows; j++) | |
for (int i=0; i < numCols; i++) | |
{ | |
float x = Mathf.Lerp(minX,maxX,i/(numCols-1f)); | |
float z = Mathf.Lerp(minZ,maxZ,j/(numRows-1f)); | |
float y = Mathf.Sin(x*5f) * Mathf.Cos(z*5f) * height; | |
myVerts[index] = new Vector3(x,y,z); | |
index++; | |
} | |
int[] myTris = new int[(numRows-1)*(numCols-1)*2*3]; | |
index = 0; | |
for (int j=0; j < numRows-1; j++) | |
for (int i=0; i < numCols-1; i++) | |
{ | |
myTris[index++] = i + j*numCols; | |
myTris[index++] = i + (j+1)*numCols; | |
myTris[index++] = (i+1) + j*numCols; | |
myTris[index++] = i + (j+1)*numCols; | |
myTris[index++] = (i+1) + (j+1)*numCols; | |
myTris[index++] = (i+1) + j*numCols; | |
} | |
Mesh myMesh = gameObject.GetComponent<MeshFilter>().mesh; | |
myMesh.Clear(); | |
myMesh.vertices = myVerts; | |
myMesh.triangles = myTris; | |
myMesh.RecalculateNormals(); | |
} | |
void Update () | |
{ | |
int index = 0; | |
for (int j=0; j < numRows; j++) | |
for (int i=0; i < numCols; i++) | |
{ | |
float x = myVerts[index].x; | |
float z = myVerts[index].z; | |
float y = Mathf.Sin(x*5f+Time.time) * Mathf.Cos(z*5f+Time.time/3f) * height; | |
myVerts[index] = new Vector3(x,y,z); | |
index++; | |
} | |
Mesh myMesh = gameObject.GetComponent<MeshFilter>().mesh; | |
myMesh.vertices = myVerts; | |
myMesh.RecalculateNormals(); | |
} | |
} |
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