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- public void generateMesh(int levels, bool addCollider = false)
- {
- gameObject.transform.position = Vector3.zero;
- MeshFilter meshFilter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter;
- gameObject.AddComponent(typeof(MeshRenderer));
- List<Vector3> lvertices = new List<Vector3>();
- List<int> ltriangles = new List<int>();
- decomposeTriangles( lvertices, ltriangles);
- Mesh m = new Mesh();
- m.vertices = lvertices.ToArray();
- m.triangles = ltriangles.ToArray();
- m.Optimize();
- m.RecalculateNormals();
- m.RecalculateBounds();
- meshFilter.sharedMesh = m;
- if(addCollider) {
- gameObject.AddComponent<MeshCollider>().sharedMesh = m;
- }
- }
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