unity 计算预制体地图的高度图 代码
时间: 2023-12-09 09:06:28 浏览: 146
以下是基于Unity的C#代码实现预制体地图的高度图计算:
```csharp
using UnityEngine;
using System.IO;
public class CalculateHeightmap : MonoBehaviour
{
public GameObject[] prefabs; // 预制体地图
public int resolution = 1024; // 高度图分辨率
public float scale = 1f; // 高度图缩放比例
private TerrainData terrainData;
private Terrain terrain;
void Start()
{
// 创建一个空的Terrain对象
terrain = Terrain.CreateTerrainGameObject(new TerrainData()).GetComponent<Terrain>();
terrainData = terrain.terrainData;
// 设置地形的分辨率和大小
terrainData.heightmapResolution = resolution;
terrainData.size = new Vector3(prefabs[0].transform.localScale.x * prefabs.Length,
prefabs[0].transform.localScale.y * prefabs[0].transform.localScale.z, prefabs.Length);
// 计算高度图
float[,] heights = new float[resolution, resolution];
for (int x = 0; x < resolution; x++)
{
for (int z = 0; z < resolution; z++)
{
float height = 0f;
for (int i = 0; i < prefabs.Length; i++)
{
Vector3 position = new Vector3(x / (float)resolution * terrainData.size.x,
0f, z / (float)resolution * terrainData.size.z) + prefabs[i].transform.position;
RaycastHit hit;
if (Physics.Raycast(position, Vector3.down, out hit))
{
height += hit.distance;
}
}
heights[x, z] = height / (float)prefabs.Length * scale;
}
}
terrainData.SetHeights(0, 0, heights);
// 导出高度图
ExportHeightmap();
}
void ExportHeightmap()
{
string path = Application.dataPath + "/heightmap.raw";
FileStream stream = new FileStream(path, FileMode.Create);
BinaryWriter writer = new BinaryWriter(stream);
float[,] heights = terrainData.GetHeights(0, 0, resolution, resolution);
for (int z = 0; z < resolution; z++)
{
for (int x = 0; x < resolution; x++)
{
writer.Write(heights[x, z]);
}
}
writer.Close();
stream.Close();
}
}
```
以上代码中,我们首先创建一个空的Terrain对象,并设置它的分辨率和大小。然后,我们遍历高度图的每个像素,并对每个像素计算出它的高度值。计算高度值时,我们将每个预制体地图的位置向下发射一条射线,得到它与地面的距离,并将所有距离的平均值作为该像素的高度值。最后,我们将得到的高度图保存为一个.raw文件。
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