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Sep 22nd, 2012
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C# 0.77 KB | None | 0 0
  1.         public void generateMesh(int levels, bool addCollider = false)
  2.     {  
  3.         gameObject.transform.position = Vector3.zero;
  4.        
  5.             MeshFilter meshFilter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
  6.             gameObject.AddComponent(typeof(MeshRenderer));
  7.  
  8.         List<Vector3> lvertices = new List<Vector3>();
  9.         List<int> ltriangles = new List<int>();
  10.  
  11.         decomposeTriangles( lvertices, ltriangles);
  12.        
  13.             Mesh m = new Mesh();
  14.            
  15.             m.vertices = lvertices.ToArray();
  16.  
  17.             m.triangles = ltriangles.ToArray();
  18.         m.Optimize();
  19.             m.RecalculateNormals();
  20.             m.RecalculateBounds();
  21.        
  22.             meshFilter.sharedMesh = m;
  23.        
  24.         if(addCollider) {
  25.             gameObject.AddComponent<MeshCollider>().sharedMesh = m;
  26.         }
  27.        
  28.     }
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