zoukankan      html  css  js  c++  java
  • unity读取灰度图生成三维地形mesh

    准备灰度图 IGray.png及草地贴图 IGrass.jpg ,放入Assets下StreamingAssets文件夹中。
     
     
    创建空材质,用作参数传入脚本。
     
    脚本如下,挂载并传入材质球即可根据灰度图生成mesh。
     
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    //根据灰度图创建mesh地形
    public class MeshTerrainCreate : MonoBehaviour
    { 
        private Texture textureGray;//灰度图
        private Texture textureGrass;//草地贴图
        private int tGrayWidth = 0, tGrayHeight = 0;//灰度图的宽和高
        private bool bCreate = false;//是否完成创建
        private List<GameObject> meshList;//mesh对象集合
        private Texture2D texture2dGray;
        public float zScale=100;//高度参数
    
        [Tooltip("传入mesh使用的材质")]
        public Material meshMaterial;
    
        void Start()
        {
            StartCoroutine(loadImage("IGray.png", (t) => textureGray = t));
            StartCoroutine(loadImage("IGrass.jpg", (t) => textureGrass = t));
            meshList = new List<GameObject>();
        }
    
        void Update()
        {
            if (textureGray != null && textureGrass != null)
            {
                if (bCreate == false)
                {
                    tGrayWidth = textureGray.width;
                    tGrayHeight = textureGray.height;
                    meshMaterial.mainTexture = textureGrass;//设置材质贴图
                    //mesh顶点数目最大65000,则取mesh顶点为250*250=62500
                    int xNum = 1+tGrayWidth / 250;//x方向mesh个数
                    int yNum = 1+tGrayHeight / 250; //y方向mesh个数
                    texture2dGray = (Texture2D)textureGray;
                    //根据灰度图创建mesh
                    for (int i = 0; i <xNum; i++)
                    {
                        for (int j = 0; j <yNum; j++)
                        {
                            if (i < xNum-1 && j < yNum-1)
                            {
                                meshList.Add(
                                    createMesh("meshX" + i.ToString() + "Y" + j.ToString(),  251, 251, 
                                    i * new Vector3(2500, 0, 0) + j * new Vector3(0, 2500, 0), 
                                    (i + 1) * new Vector3(2500, 0, 0) + (j + 1) * new Vector3(0, 2500, 0)+new Vector3(10,10,0),
                                    i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                    (i + 1) * new Vector2(250, 0) + (j + 1) * new Vector2(0, 250)+new Vector2(1,1)));
                            }
                            else if (i == xNum-1 && j < yNum-1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Y" + j.ToString(), tGrayWidth%250, 251,
                                i * new Vector3(2500, 0, 0) + j * new Vector3(0, 2500, 0),
                                i* new Vector3(2500, 0, 0)+new Vector3(10*(tGrayWidth % 250),10,0) + (j + 1) * new Vector3(0, 2500, 0),
                                i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                i  * new Vector2(250, 0)+new Vector2(tGrayWidth % 250,1) + (j + 1) * new Vector2(0, 250)));
                            }
                            else if (i < xNum-1 && j == yNum-1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Y" + j.ToString(),251, tGrayHeight%250,
                                  i * new Vector3(2500, 0, 0) + j * new Vector3(0, 2500, 0),
                                 (i + 1) * new Vector3(2500, 0, 0) + j * new Vector3(0, 2500, 0)+new Vector3(10,10* (tGrayHeight % 250),0),
                                  i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                 (i + 1) * new Vector2(250, 0) + j * new Vector2(0, 150)+new Vector2(1, tGrayHeight % 250) ) );
                            }
                            else if (i == xNum-1 && j == yNum-1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Y" + j.ToString(),tGrayWidth%250,tGrayHeight%250,
                                 i * new Vector3(2500, 0, 0) + j * new Vector3(0, 2500, 0),
                                 i  * new Vector3(2500, 0, 0) + j  * new Vector3(0, 2500, 0)+new Vector3(10 * (tGrayWidth % 250), 10 * (tGrayHeight % 250),0),
                                 i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                 i  * new Vector2(250, 0) + j  * new Vector2(0, 250) +new Vector2(tGrayWidth % 250, tGrayHeight % 250)) );
                            }
                        }
                    }
                    bCreate = true;
                }
            }
        }
    
        //加载图片
        IEnumerator loadImage(string imagePath, System.Action<Texture> action)
        {
            WWW www = new WWW("file://" + Application.streamingAssetsPath + "/" + imagePath);
            yield return www;
            if (www.error == null)
            {
                action(www.texture);
            }
        }
    
    
        /// <summary>
        ///创建mesh 
        /// </summary>
        /// <param name="meshName">mesh名称</param>
        /// <param name="row">行数</param>
        /// <param name="col">列数</param>
        /// <param name="minPoint">最小点位置</param>
        /// <param name="maxPoint">最大点位置</param>
        /// <param name="minImgPosition">最小点灰度图位置</param>
        /// <param name="maxImgPosition">最大点灰度图位置</param>
        /// <returns></returns>
        /// 
    
    
        private GameObject createMesh(string meshName, int row, int col, Vector3 minPoint, Vector3 maxPoint, Vector2 minImgPosition, Vector2 maxImgPosition)
        {
            GameObject meshObject = new GameObject(meshName);
    
            int verticeNum = row * col;
            Vector3[] vertices = new Vector3[verticeNum];//顶点数组大小 
            int[] triangles = new int[verticeNum * 3 * 2];//三角集合数组,保存顶点索引 
                                                          // Vector3[] normals = new Vector3[verticeNum];//顶点法线数组大小
            Vector2[] uvs = new Vector2[verticeNum];
            float rowF = (float)row;
            float colF = (float)col;
            Vector3 xStep = new Vector3((maxPoint.x - minPoint.x) / rowF, 0, 0);
            Vector3 ySetp = new Vector3(0, (maxPoint.y - minPoint.y) / colF, 0);
            int k = 0;
            
            for (int i = 0; i < row; i++)
            {
                for (int j = 0; j < col; j++)
                {
                    float tempZ = texture2dGray.GetPixel((int)minImgPosition.x + i, (int)minImgPosition.y + j).grayscale;
                    vertices[i + j * row] = minPoint + xStep * i + ySetp * j+new Vector3(0,0,tempZ* zScale);
                   
                    uvs[i + j * row] = new Vector2((float)i / rowF, (float)j / colF);
    
                    if (j < col - 1 && i < row - 1)
                    {
                        triangles[k++] = j * row + i;
                        triangles[k++] = j * row + i + 1;
                        triangles[k++] = j * row + i + row;
    
                        triangles[k++] = j * row + i + row;
                        triangles[k++] = j * row + i + 1;
                        triangles[k++] = j * row + i + row + 1;
                    }
                }
            }
            Mesh mesh = new Mesh();
            mesh.vertices = vertices;
            mesh.triangles = triangles;
            // mesh.normals = normals;
            mesh.uv = uvs;
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
            meshObject.AddComponent<MeshFilter>();
            meshObject.AddComponent<MeshRenderer>();
            meshObject.GetComponent<MeshFilter>().mesh = mesh;
            meshObject.GetComponent<MeshRenderer>().material = meshMaterial;
    
            return meshObject;
        }
    }
    

    效果如下

     
  • 相关阅读:
    将博客部署到k3s中
    docker/docker swarm学习
    windows共享文件夹使用中的问题(SMB协议)
    洛谷P1280 尼克的任务 题解 动态规划/最短路
    CF1B.Spreadsheets(电子表格) 题解 模拟
    洛谷P1595 信封问题 题解 错排问题
    洛谷P1809 过河问题 经典贪心问题
    CF1238E.Keyboard Purchase 题解 状压/子集划分DP
    洛谷P2719 搞笑世界杯 题解 概率DP入门
    Treap(树堆)入门
  • 原文地址:https://www.cnblogs.com/gucheng/p/10104873.html
Copyright © 2011-2022 走看看