Hello all,
I was looking for random mesh generators, and found a Heightmap mesh generator from grayscale az offical Unity tutorials. So i replaced the grayscale vaules with random floats. Now my problame is, that I want only one height in one x axes “line” and I don’t understand that script. Can anyobody help me? The code is the following:
// This script is placed in public domain. The author takes no responsibility for any possible harm.
var material : Material;
var size : Vector3;
function Start ()
{
GenerateHeightmap();
}
function GenerateHeightmap ()
{
size = Vector3(50,30,200);
// Create the game object containing the renderer
gameObject.AddComponent(MeshFilter);
gameObject.AddComponent("MeshRenderer");
if (material)
renderer.material = material;
else
renderer.material.color = Color.white;
// Retrieve a mesh instance
var mesh : Mesh = GetComponent(MeshFilter).mesh;
var width : int = 50;
var height : int = 255;
var y = 0;
var x = 0;
// Build vertices and UVs
var vertices = new Vector3[height * width];
var uv = new Vector2[height * width];
var tangents = new Vector4[height * width];
var uvScale = Vector2 (1.0 / (width - 1), 1.0 / (height - 1));
var sizeScale = Vector3 (size.x / (width - 1), size.y, size.z / (height - 1));
for (y=0;y<height;y++)
{
for (x=0;x<width;x++)
{
var pixelHeight = Random.Range(0.0, 1);
var vertex = Vector3 (x, pixelHeight, y);
vertices[y*width + x] = Vector3.Scale(sizeScale, vertex);
uv[y*width + x] = Vector2.Scale(Vector2 (x, y), uvScale);
// Calculate tangent vector: a vector that goes from previous vertex
// to next along X direction. We need tangents if we intend to
// use bumpmap shaders on the mesh.
var vertexL = Vector3( x-1, Random.Range(0.1, 1), y );
var vertexR = Vector3( x+1, Random.Range(0.1, 1), y );
var tan = Vector3.Scale( sizeScale, vertexR - vertexL ).normalized;
tangents[y*width + x] = Vector4( tan.x, tan.y, tan.z, -1.0 );
}
}
// Assign them to the mesh
mesh.vertices = vertices;
mesh.uv = uv;
// Build triangle indices: 3 indices into vertex array for each triangle
var triangles = new int[(height - 1) * (width - 1) * 6];
var index = 0;
for (y=0;y<height-1;y++)
{
for (x=0;x<width-1;x++)
{
// For each grid cell output two triangles
triangles[index++] = (y * width) + x;
triangles[index++] = ((y+1) * width) + x;
triangles[index++] = (y * width) + x + 1;
triangles[index++] = ((y+1) * width) + x;
triangles[index++] = ((y+1) * width) + x + 1;
triangles[index++] = (y * width) + x + 1;
}
}
// And assign them to the mesh
mesh.triangles = triangles;
// Auto-calculate vertex normals from the mesh
mesh.RecalculateNormals();
// Assign tangents after recalculating normals
mesh.tangents = tangents;
}