added placementModes and mesh testing

can place varying values into grid, starting to work on rendering meshes to represent the cells
This commit is contained in:
Simon O'Shea
2023-08-03 13:57:45 -04:00
parent 6451c901fd
commit 374125ba34
5 changed files with 204 additions and 19 deletions
@@ -0,0 +1,39 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshTesting : MonoBehaviour
{
void Start()
{
Debug.Log("Mesh Testing");
Mesh mesh = new Mesh();
// Build required data-structures for triangle mesh
Vector3[] vertices = new Vector3[3];
Vector2[] uv = new Vector2[3];
int[] triangles = new int[3];
// Set vertices of polygon (triangle)
vertices[0] = new Vector3( 0, 0);
vertices[1] = new Vector3( 0, 100);
vertices[2] = new Vector3(100, 100);
// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
// Note: always set clockwise, otherwise mesh will be facing backwards
triangles[0] = 0;
triangles[1] = 1;
triangles[2] = 2;
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
GetComponent<MeshFilter>().mesh = mesh;
}
}