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Waves.cs
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Waves.cs
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Waves : MonoBehaviour
{
//Public Properties
public int Dimension = 10;
public float UVScale = 2f;
public Octave[] Octaves;
//Mesh
protected MeshFilter MeshFilter;
protected Mesh Mesh;
// Start is called before the first frame update
void Start()
{
//Mesh Setup
Mesh = new Mesh();
Mesh.name = gameObject.name;
Mesh.vertices = GenerateVerts();
Mesh.triangles = GenerateTries();
Mesh.uv = GenerateUVs();
Mesh.RecalculateNormals();
Mesh.RecalculateBounds();
MeshFilter = gameObject.AddComponent<MeshFilter>();
MeshFilter.mesh = Mesh;
}
public float GetHeight(Vector3 position)
{
//scale factor and position in local space
var scale = new Vector3(1 / transform.lossyScale.x, 0, 1 / transform.lossyScale.z);
var localPos = Vector3.Scale((position - transform.position), scale);
//get edge points
var p1 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Floor(localPos.z));
var p2 = new Vector3(Mathf.Floor(localPos.x), 0, Mathf.Ceil(localPos.z));
var p3 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Floor(localPos.z));
var p4 = new Vector3(Mathf.Ceil(localPos.x), 0, Mathf.Ceil(localPos.z));
//clamp if the position is outside the plane
p1.x = Mathf.Clamp(p1.x, 0, Dimension);
p1.z = Mathf.Clamp(p1.z, 0, Dimension);
p2.x = Mathf.Clamp(p2.x, 0, Dimension);
p2.z = Mathf.Clamp(p2.z, 0, Dimension);
p3.x = Mathf.Clamp(p3.x, 0, Dimension);
p3.z = Mathf.Clamp(p3.z, 0, Dimension);
p4.x = Mathf.Clamp(p4.x, 0, Dimension);
p4.z = Mathf.Clamp(p4.z, 0, Dimension);
//get the max distance to one of the edges and take that to compute max - dist
var max = Mathf.Max(Vector3.Distance(p1, localPos), Vector3.Distance(p2, localPos), Vector3.Distance(p3, localPos), Vector3.Distance(p4, localPos) + Mathf.Epsilon);
var dist = (max - Vector3.Distance(p1, localPos))
+ (max - Vector3.Distance(p2, localPos))
+ (max - Vector3.Distance(p3, localPos))
+ (max - Vector3.Distance(p4, localPos) + Mathf.Epsilon);
//weighted sum
var height = Mesh.vertices[index(p1.x, p1.z)].y * (max - Vector3.Distance(p1, localPos))
+ Mesh.vertices[index(p2.x, p2.z)].y * (max - Vector3.Distance(p2, localPos))
+ Mesh.vertices[index(p3.x, p3.z)].y * (max - Vector3.Distance(p3, localPos))
+ Mesh.vertices[index(p4.x, p4.z)].y * (max - Vector3.Distance(p4, localPos));
//scale
return height * transform.lossyScale.y / dist;
}
private Vector3[] GenerateVerts()
{
var verts = new Vector3[(Dimension + 1) * (Dimension + 1)];
//equaly distributed verts
for(int x = 0; x <= Dimension; x++)
for(int z = 0; z <= Dimension; z++)
verts[index(x, z)] = new Vector3(x, 0, z);
return verts;
}
private int[] GenerateTries()
{
var tries = new int[Mesh.vertices.Length * 6];
//two triangles are one tile
for(int x = 0; x < Dimension; x++)
{
for(int z = 0; z < Dimension; z++)
{
tries[index(x, z) * 6 + 0] = index(x, z);
tries[index(x, z) * 6 + 1] = index(x + 1, z + 1);
tries[index(x, z) * 6 + 2] = index(x + 1, z);
tries[index(x, z) * 6 + 3] = index(x, z);
tries[index(x, z) * 6 + 4] = index(x, z + 1);
tries[index(x, z) * 6 + 5] = index(x + 1, z + 1);
}
}
return tries;
}
private Vector2[] GenerateUVs()
{
var uvs = new Vector2[Mesh.vertices.Length];
//always set one uv over n tiles than flip the uv and set it again
for (int x = 0; x <= Dimension; x++)
{
for (int z = 0; z <= Dimension; z++)
{
var vec = new Vector2((x / UVScale) % 2, (z / UVScale) % 2);
uvs[index(x, z)] = new Vector2(vec.x <= 1 ? vec.x : 2 - vec.x, vec.y <= 1 ? vec.y : 2 - vec.y);
}
}
return uvs;
}
private int index(int x, int z)
{
return x * (Dimension + 1) + z;
}
private int index(float x, float z)
{
return index((int)x, (int)z);
}
// Update is called once per frame
void Update()
{
var verts = Mesh.vertices;
for (int x = 0; x <= Dimension; x++)
{
for (int z = 0; z <= Dimension; z++)
{
var y = 0f;
for (int o = 0; o < Octaves.Length; o++)
{
if (Octaves[o].alternate)
{
var perl = Mathf.PerlinNoise((x * Octaves[o].scale.x) / Dimension, (z * Octaves[o].scale.y) / Dimension) * Mathf.PI * 2f;
y += Mathf.Cos(perl + Octaves[o].speed.magnitude * Time.time) * Octaves[o].height;
}
else
{
var perl = Mathf.PerlinNoise((x * Octaves[o].scale.x + Time.time * Octaves[o].speed.x) / Dimension, (z * Octaves[o].scale.y + Time.time * Octaves[o].speed.y) / Dimension) - 0.5f;
y += perl * Octaves[o].height;
}
}
verts[index(x, z)] = new Vector3(x, y, z);
}
}
Mesh.vertices = verts;
Mesh.RecalculateNormals();
}
[Serializable]
public struct Octave
{
public Vector2 speed;
public Vector2 scale;
public float height;
public bool alternate;
}
}