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- var newVertices : Vector3[];
- var newUV : Vector2[];
- var newTriangles : int[];
- var verts : Array;
- var UVs : Array;
- var triangles : Array;
- var a : float;
- var curvature : int; //must be even
- var depth : int;
- private var toggle : boolean;
- private var b : float;
- function Start () {
- toggle = true;
- verts = new Array();
- UVs = new Array();
- triangles = new Array();
- var mesh : Mesh = new Mesh ();
- GetComponent.<MeshFilter>().mesh = mesh;
- for (var i =0; i< curvature; i++) {
- b = i* 1.0/curvature;
- verts.Add(Vector3(b, a*b*b, 0));
- verts.Add(Vector3(b, a*b*b, depth));
- if (toggle) {
- UVs.Add (Vector2(0,0));
- UVs.Add (Vector2(1,0));
- UVs.Add (Vector2(0,1));
- UVs.Add (Vector2(1,1));
- triangles.Add (i*2);
- triangles.Add (i*2+1);
- triangles.Add (i*2+2);
- triangles.Add (i*2+2);
- triangles.Add (i*2+1);
- triangles.Add (i*2+3);
- if (i < (curvature-2)) {
- triangles.Add (i*2+2);
- triangles.Add (i*2+3);
- triangles.Add (i*2+5);
- triangles.Add (i*2+2);
- triangles.Add (i*2+5);
- triangles.Add (i*2+4);
- }} toggle = !toggle;
- } newVertices = verts.ToBuiltin(Vector3);
- newUV = UVs.ToBuiltin(Vector2);
- newTriangles = triangles.ToBuiltin(int);
- mesh.vertices = newVertices;
- mesh.uv = newUV;
- mesh.triangles = newTriangles;
- }
- //y = ax^2
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