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@melMass
Created June 8, 2020 16:21
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BMesh Unity Sample
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static BMesh;
public class ProceduralMesh : MonoBehaviour
{
public float tilling
{
get { return _tilling; }
set
{
_tilling = value;
UpdateBMesh();
}
}
[SerializeField]
private float _tilling = 1;
public int width
{
get { return _width; }
set
{
_width = value;
UpdateBMesh();
}
}
[SerializeField]
private int _width = 15;
public int height
{
get { return _height; }
set
{
_height = value;
UpdateBMesh();
}
}
[SerializeField]
private int _height = 15;
BMesh mesh; // We keep a reference to the BMesh
BMesh GenerateGrid()
{
// Create a new empty mesh
BMesh bm = new BMesh();
for (int j = 0; j < height; ++j)
{
for (int i = 0; i < width; ++i)
{
bm.AddVertex(i, 0, j); // vertex # i + j * w
if (i > 0 && j > 0) bm.AddFace(i + j * width, i - 1 + j * width, i - 1 + (j - 1) * width, i + (j - 1) * width);
}
}
return bm;
}
[ContextMenu("Update BMesh")]
public void UpdateBMesh()
{
mesh = GenerateGrid();
// Sin points
foreach (Vertex v in mesh.vertices)
{
v.point.y = Mathf.Sin((v.point.x + v.point.z) * tilling); // Vertical displacement
}
// Set the current mesh filter to use our generated mesh
BMeshUnity.SetInMeshFilter(mesh, GetComponent<MeshFilter>());
}
// Start is called before the first frame update
public void Start()
{
UpdateBMesh();
}
// Update is called once per frame
void Update()
{
}
//! In the editor, draw some debug information about the mesh
private void OnDrawGizmos()
{
Gizmos.matrix = transform.localToWorldMatrix;
if (mesh != null) BMeshUnity.DrawGizmos(mesh);
}
}
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(ProceduralMesh))]
public class ProceduralMeshEditor : Editor
{
SerializedProperty width;
SerializedProperty height;
SerializedProperty tilling;
ProceduralMesh pm;
void OnEnable()
{
width = serializedObject.FindProperty("_width");
height = serializedObject.FindProperty("_height");
tilling = serializedObject.FindProperty("_tilling");
pm = (ProceduralMesh)target;
}
public override void OnInspectorGUI()
{
// base.OnInspectorGUI(); // draw the original ui code
serializedObject.Update();
GUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(width);
EditorGUILayout.PropertyField(height);
GUILayout.EndHorizontal();
EditorGUILayout.PropertyField(tilling);
pm.width = width.intValue;
pm.height = height.intValue;
pm.tilling = tilling.floatValue;
serializedObject.ApplyModifiedProperties();
}
}
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