【风宇冲】Unity3D教程宝典之地形
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2.terrainData.baseMapResolution int,Resolution of the base map used for rendering far patches on the terrain
如513
3.terrainData.size: Vector3,地形世界里的尺寸,world unit. 如new Vector3(50, 50, 50);
4.terrainData.alphamapResolution alphamap的分辨率,如512;
terrainData.splatPrototypes 就是地形包含的贴图信息
splatPrototypes 为SplatPrototype[],
SplatPrototype为单张贴图信息
SplatPrototype的属性有
SplatPrototype.texture Texture2D,地形贴图
SplatPrototype.tileOffset Vector2,图块偏移
SplatPrototype.tileSize Vector2,图块尺寸(World Unit)
terrainData.SetAlphamaps(int x,int y,float[,,]) ,其中x,y为起点
float[i,j,k]为通道信息,i,j为对应的点,k为第几张图,float值储存的是该点该图的灰度值。
terrainData.splatPrototypes的长度 = 贴图数量 = splatArray (float[,,])的第三维的长度
GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class Tutor_1_CreateSimpleTerrain : MonoBehaviour {
- void Start()
- {
- CreateTerrain();
- }
- public Terrain CreateTerrain()
- {
- TerrainData terrainData = new TerrainData();
- terrainData.heightmapResolution = 513;
- terrainData.baseMapResolution = 513;
- terrainData.size = new Vector3(50, 50, 50);
- terrainData.alphamapResolution = 512;
- terrainData.SetDetailResolution(32, 8);
- GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- AssetDatabase.CreateAsset(terrainData, "Assets/Tutorial/Tutor_1_SimpleTerrain.asset");
- AssetDatabase.SaveAssets();
- return obj.GetComponent<</span>Terrain>();
- }
- }
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class Tutor_2_CreateTerrain_ModifyHeight : MonoBehaviour {
- void Start()
- {
- CreateTerrain();
- }
- public Terrain CreateTerrain()
- {
- TerrainData terrainData = new TerrainData();
- terrainData.heightmapResolution = 513;
- terrainData.baseMapResolution = 513;
- terrainData.size = new Vector3(50, 50, 50);
- terrainData.alphamapResolution = 512;
- terrainData.SetDetailResolution(32, 8);
- ModifyTerrainDataHeight(terrainData);
- GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- AssetDatabase.CreateAsset(terrainData,"Assets/Tutorial/Tutor_2_Terrain_ModifyHeight.asset");
- AssetDatabase.SaveAssets();
- return obj.GetComponent<</span>Terrain>();
- }
- public void ModifyTerrainDataHeight(TerrainData terrainData)
- {
- int width = terrainData.heightmapWidth;
- int height = terrainData.heightmapHeight;
- float[,] array = new float[width,height];
- print ("width:"+ width +" height:"+ height );
- for(int i=0; i< width;i++)
- for(int j=0; j< height;j++)
- {
- float f1 = i;
- float f2 = width;
- float f3 = j;
- float f4 = height;
- float baseV = (f1/f2 + f3/f4)/2 * 1;
- array[i,j] =baseV*baseV;
- }
- terrainData.SetHeights(0,0,array);
- }
- }
- using UnityEngine;
- using System.Collections;
- public class Tutor_3_CreateTerrainWithAnimationCurve : MonoBehaviour {
- public AnimationCurve animationCurve;
- }
array[i,j] = animationCurve.Evaluate(f1/f2); 其中f1是array里的y,f2是整个高度图的高度。具体代码如下:
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class Tutor_3_CreateTerrainWithAnimationCurve : MonoBehaviour {
- public AnimationCurve animationCurve;
- void Start()
- {
- CreateTerrain();
- }
- public Terrain CreateTerrain()
- {
- TerrainData terrainData = new TerrainData();
- terrainData.heightmapResolution = 513;
- terrainData.baseMapResolution = 513;
- terrainData.size = new Vector3(50, 50, 50);
- terrainData.alphamapResolution = 512;
- terrainData.SetDetailResolution(32, 8);
- ModifyTerrainDataHeight(terrainData);
- GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- AssetDatabase.CreateAsset(terrainData,"Assets/Tutorial/Tutor_3_TerrainWithAnimationCurve.asset");
- AssetDatabase.SaveAssets();
- return obj.GetComponent();
- }
- public void ModifyTerrainDataHeight(TerrainData terrainData)
- {
- int width = terrainData.heightmapWidth;
- int height = terrainData.heightmapHeight;
- float[,] array = new float[width,height];
- print ("width:"+ width +" height:"+ height );
- for(int i=0; i< width;i++)
- for(int j=0; j< height;j++)
- {
- float f1 = j;
- float f2 = height;
- array[i,j] = animationCurve.Evaluate(f1/f2);
- }
- terrainData.SetHeights(0,0,array);
- }
- }
最后创建的地形和我们之前设置的曲线一致。
Tutor_4_CreateTerrainWithSplat.cs的脚本并拖至Manager上。
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class Tutor_4_CreateTerrainWithSplat : MonoBehaviour {
- public AnimationCurve animationCurve;
- void Start()
- {
- CreateTerrain();
- }
- public Terrain CreateTerrain()
- {
- TerrainData terrainData = new TerrainData();
- terrainData.heightmapResolution = 513;
- terrainData.baseMapResolution = 513;
- terrainData.size = new Vector3(50, 50, 50);
- terrainData.alphamapResolution = 512;
- terrainData.SetDetailResolution(32, 8);
- ModifyTerrainDataHeight(terrainData);
- GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- AssetDatabase.CreateAsset(terrainData, "Assets/Tutorial/Tutor_4_TerrainWithSplats.asset");
- AssetDatabase.SaveAssets();
- return obj.GetComponent<</span>Terrain>();
- }
- public void ModifyTerrainDataHeight(TerrainData terrainData)
- {
- int width = terrainData.heightmapWidth;
- int height = terrainData.heightmapHeight;
- float[,] array = new float[width,height];
- print ("width:"+ width +" height:"+ height );
- for(int i=0; i< width;i++)
- for(int j=0; j< height;j++)
- {
- float f1 = j;
- float f2 = height;
- array[i,j] = animationCurve.Evaluate(f1/f2);
- }
- terrainData.SetHeights(0,0,array);
- }
- }
outSplatPrototype.texture: 贴图
outSplatPrototype.tileOffset:地形块的偏移。
outSplatPrototype.tileSize:地形块的尺寸
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class Tutor_4_CreateTerrainWithSplat : MonoBehaviour {
- public AnimationCurve animationCurve;
- public Texture2D[] splats;
- void Start()
- {
- CreateTerrain();
- }
- public Terrain CreateTerrain()
- {
- TerrainData terrainData = new TerrainData();
- terrainData.heightmapResolution = 513;
- terrainData.baseMapResolution = 513;
- terrainData.size = new Vector3(50, 50, 50);
- terrainData.alphamapResolution = 512;
- terrainData.SetDetailResolution(32, 8);
- terrainData.splatPrototypes = CreateSplatPrototypes(splats,new Vector2(15,15),newVector2(0,0));
- ModifyTerrainDataHeight(terrainData);
- GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- AssetDatabase.CreateAsset(terrainData, "Assets/Tutorial/Tutor_4_TerrainWithSplats.asset");
- AssetDatabase.SaveAssets();
- return obj.GetComponent<</span>Terrain>();
- }
- public void ModifyTerrainDataHeight(TerrainData terrainData)
- {
- int width = terrainData.heightmapWidth;
- int height = terrainData.heightmapHeight;
- float[,] array = new float[width,height];
- for(int i=0; i< width;i++)
- for(int j=0; j< height;j++)
- {
- float f1 = j;
- float f2 = height;
- array[i,j] = animationCurve.Evaluate(f1/f2);
- }
- terrainData.SetHeights(0,0,array);
- }
- public SplatPrototype[] CreateSplatPrototypes(Texture2D[] tmpTextures,Vector2 tmpTileSize,Vector2 tmpOffset)
- {
- SplatPrototype[] outSplatPrototypes = new SplatPrototype[tmpTextures.Length];
- for(int i =0;i
- {
- outSplatPrototypes[i] = CreateSplatPrototype(tmpTextures[i],tmpTileSize,tmpOffset);
- }
- return outSplatPrototypes;
- }
- public SplatPrototype CreateSplatPrototype(Texture2D tmpTexture, Vector2 tmpTileSize,Vector2 tmpOffset)
- {
- SplatPrototype outSplatPrototype = new SplatPrototype();
- outSplatPrototype.texture = tmpTexture;
- outSplatPrototype.tileOffset = tmpOffset;
- outSplatPrototype.tileSize = tmpTileSize ;
- return outSplatPrototype;
- }
- }
现在我们再进一步,通过Photoshop绘制splat的alpha图。
1.选中Manager,在Inspector面板里,将Terrain Textures设置为任意两张贴图,这里用的是unity Terrain包里的“Grass&Rock”和 “Grass (Hill)” 两张贴图。
2.然后脚本里也添加splats属性,public Texture2D[] splatAlphaMaps;
3.打开photoshop,创建一张512x512的rgb图,先铺满红色,在绘制一些绿色,如下图
4.将该图拖进unity,并设置Import Settings里的 Texture Type为Advanced,然后勾选Read/Write Enable。最后把importType设置为Default(importType不能为其他的)。
5. Manager的Inspector面板里,splatAlphaMaps,此Texture2D数组设置为1,并指定为splatAlphaMap1
6.在Tutor_4_CreateTerrainWithSplat脚本里补充以下函数
- public float[,,] CreateSplatAlphaArray(Texture2D[] splatAlphaMaps,int numOfSplatPrototypes )
- {
- List cArray = new List();
- int splatAlphaMap_SizeX = splatAlphaMaps[0].width;
- int splatAlphaMap_SizeY = splatAlphaMaps[0].height;
- float[,,] outSplatAlphaArray = new float[splatAlphaMap_SizeX,splatAlphaMap_SizeY,numOfSplatPrototypes];
- //第几张SplatAlphaMap
- for(int splatAlphaMapIndex=0; splatAlphaMapIndex
- {
- //RGBA第几个通道
- for(int alphaIndex =0;alphaIndex<4; alphaIndex ++)
- {
- //Splat ID
- int splatIndex = alphaIndex+splatAlphaMapIndex*4;
- //仅当Splat ID小于Splat的数量时
- if(splatIndex < numOfSplatPrototypes)
- {
- for (int index_heightmapY = 0; index_heightmapY < splatAlphaMap_SizeY; index_heightmapY++)
- {
- for (int index_heightmapX = 0; index_heightmapX < splatAlphaMap_SizeX; index_heightmapX++)
- {
- //取第splatAlphaMapIndex张SplatAlphaMap上的位于index_heightmapY,index_heightmapX的颜色值
- Color c = splatAlphaMaps[splatAlphaMapIndex].GetPixel(index_heightmapY,index_heightmapX);
- cArray.Add(c);
- //赋予outSplatAlphaArray的index_heightmapX,index_heightmapY,splatIndex对应的通道值
- outSplatAlphaArray[index_heightmapX, index_heightmapY, splatIndex] = c[ alphaIndex ];
- }
- }
- }
- else
- {
- return outSplatAlphaArray;
- }
- }
- }
- return outSplatAlphaArray;
- }
之后在Start函数里的CreateTerrain();后面补充代码如下
- void Start()
- {
- CreateTerrain();
- TerrainData terData =AssetDatabase.LoadAssetAtPath("Assets/Tutorial/Tutor_4_TerrainWithSplats.asset",typeof(TerrainData)) as TerrainData;
- float[,,] splatAlphaArray = CreateSplatAlphaArray(splatAlphaMaps, terData.splatPrototypes.Length);
- terData.SetAlphamaps(0,0,splatAlphaArray);
- }
之后点击运行,发现地形确实是我们之前在photoshop里绘制的形状,如下
- using UnityEngine;
- using System.Collections;
- using UnityEditor;
- public class Tutor_6_TreePrototype : MonoBehaviour {
- public GameObject treePrefab;
- public TerrainData terrainData;
- void Start()
- {
- CreateTerrain();
- }
- public Terrain CreateTerrain()
- {
- TerrainData terrainData = new TerrainData();
- terrainData.heightmapResolution = 513;
- terrainData.baseMapResolution = 513;
- terrainData.size = new Vector3(50, 50, 50);
- terrainData.alphamapResolution = 512;
- terrainData.SetDetailResolution(32, 8);
- TreePrototype treePrototype = new TreePrototype();
- treePrototype.prefab = treePrefab;
- treePrototype.bendFactor = 1;
- terrainData.treePrototypes = new TreePrototype[1];
- terrainData.treePrototypes[0] = treePrototype;
- GameObject obj = Terrain.CreateTerrainGameObject(terrainData);
- AssetDatabase.CreateAsset(terrainData, "Assets/Tutorial/Tutor_1_SimpleTerrain.asset");
- AssetDatabase.SaveAssets();
- return obj.GetComponent<</span>Terrain>();
- }
- }
TreeInstance.prototypeindex:使用的prototype序号,从0开始
TreeInstance.position:在地形里的相对位置(不是世界坐标的位置),范围为[0,1]
TreeInstance.color:树的颜色
TreeInstance.lightmapColor:树如果有lightmap的话,lightmap的颜色
TreeInstance.heightScale:树高的缩放 即y轴上的缩放
TreeInstance.widthScale:树宽的缩放,即xz轴上的缩放
Terrain terrain;
terrain.AddTreeInstance(tmpTreeInstances);
TerrainCollider tc = terrain.GetComponent();
tc.enabled = false;
tc.enabled = true;
- using UnityEngine;
- using System.Collections;
- public class Tutor_6_TreeInstances : MonoBehaviour {
- public Terrain terrain;
- void Start () {
- AddTrees(terrain,100);
- }
- public void AddTrees(Terrain terrain,int numOfTrees)
- {
- if(terrain.terrainData!=null)
- {
- terrain.terrainData.treeInstances = new TreeInstance[numOfTrees];
- for(int i =0;i< numOfTrees;i++)
- {
- TreeInstance tmpTreeInstances = new TreeInstance();
- tmpTreeInstances.prototypeIndex =0; // ID of tree prototype
- tmpTreeInstances.position = new Vector3(Random.Range(0f,1f),0,Random.Range(0f,1f)); // not regular pos, [0,1]
- tmpTreeInstances.color = new Color(1,1,1,1);
- tmpTreeInstances.lightmapColor = new Color(1,1,1,1);//must add
- float ss= Random.Range(0.8f,1f);
- tmpTreeInstances.heightScale =ss; //same size as prototype
- tmpTreeInstances.widthScale =ss;
- terrain.AddTreeInstance(tmpTreeInstances);
- }
- TerrainCollider tc = terrain.GetComponent<</span>TerrainCollider>();
- tc.enabled = false;
- tc.enabled = true;
- }
- }
- }
结语:整个地形教程到此结束,希望对大家有所帮助。