2016-09-15 45 views
0

我發現了一段時間沒有更新的舊教程,並按照它創建了一些1D平面地形。它使用貝塞爾曲線生成表面,然後作爲土地。如何將額外的頂點添加到程序生成的平面?

但是,這隻會創建兩組頂點 - 一個在底部,一個在頂部。我想填充它以便生成更多的立方體形狀,但我不確定在哪裏添加其他頂點。另一個目標是在頂部和底部之間添加更多頂點以創建更堅固的形狀。我應該在哪裏添加額外的頂點循環以創建類似立方體的形狀,從而爲網格提供更高的分辨率和深度?

using UnityEngine; 
using System.Collections.Generic; 

public class TerrainGenerator : MonoBehaviour 
{ 
    public Vector3[] meshPoints = null; 

    private Mesh _mesh = null; 
    public List<Vector3> vertices = new List<Vector3>(); 
    private List<int> triangles = new List<int>(); 

    private MeshCollider _collider; 
    private MeshFilter _filter; 

    private float terrainSize = 0.4f; 

    public LandTypes type; 

    public float lastHeight = 3; 

    void Awake() 
    { 
     _collider = GetComponent<MeshCollider>(); 
     _filter = GetComponent<MeshFilter>(); 
    } 

    public void GenerateMesh(float lh, LandTypes Type) 
    { 
     type = Type; 
     _mesh = _filter.mesh; 
     _mesh.Clear(); 

     meshPoints = new Vector3[4]; 

     switch(Type) 
     { 
      case LandTypes.Flat: 
       meshPoints[0] = new Vector3(terrainSize * (float)0, lh, 0f); 
       meshPoints[1] = new Vector3(terrainSize * (float)1, lh, 0f); 
       meshPoints[2] = new Vector3(terrainSize * (float)2, lh, 0f); 
       meshPoints[3] = new Vector3(terrainSize * (float)3, lh, 0f); 
       break; 
      case LandTypes.Up: 
       int typeOfUpChance = Random.Range(1, 20); 

       if (typeOfUpChance > 10) 
       { 
        meshPoints[0] = new Vector3(terrainSize * (float)0, lh, 0f); 
        meshPoints[1] = new Vector3(terrainSize * (float)1, lh + 1, 0f); 
        meshPoints[2] = new Vector3(terrainSize * (float)2, lh + 2, 0f); 
        meshPoints[3] = new Vector3(terrainSize * (float)3, lh + 3, 0f); 
       } else 
       { 
        meshPoints[0] = new Vector3(terrainSize * (float)0, lh, 0f); 
        meshPoints[1] = new Vector3(terrainSize * (float)1, lh + Random.Range(2, 3), 0f); 
        meshPoints[2] = new Vector3(terrainSize * (float)2, lh + Random.Range(2, 4), 0f); 
        meshPoints[3] = new Vector3(terrainSize * (float)3, lh + 5, 0f); 
       } 


       break; 
      case LandTypes.Down: 
       if (lh > 6f) 
       { 
        meshPoints[0] = new Vector3(terrainSize * (float)0, lh, 0f); 
        meshPoints[1] = new Vector3(terrainSize * (float)1, lh - 2, 0f); 
        meshPoints[2] = new Vector3(terrainSize * (float)2, lh - 3, 0f); 
        meshPoints[3] = new Vector3(terrainSize * (float)3, lh - 4, 0f); 
       } 
       else 
       { 
        meshPoints[0] = new Vector3(terrainSize * (float)0, lh, 0f); 
        meshPoints[1] = new Vector3(terrainSize * (float)1, lh, 0f); 
        meshPoints[2] = new Vector3(terrainSize * (float)2, lh, 0f); 
        meshPoints[3] = new Vector3(terrainSize * (float)3, lh, 0f); 
       } 
      break; 
      case LandTypes.Hill: 
       meshPoints[0] = new Vector3(terrainSize * (float)0, lh, 0f); 
       meshPoints[1] = new Vector3(terrainSize * (float)1, lh + 1.5f, 0f); 
       meshPoints[2] = new Vector3(terrainSize * (float)2, lh + 1.5f, 0f); 
       meshPoints[3] = new Vector3(terrainSize * (float)3, lh, 0f); 
      break; 
     } 

     LandController.Instance.HeightCounts.Add(meshPoints[3].y); 
     LandController.Instance.lastHeight = meshPoints[3].y; 

     int resolution = 8; 
     for (int i = 0; i < resolution; i++) 
     { 
      float t = (float)i/(float)(resolution - 1); 
      Vector3 p = CalculateBezierPoint(t, meshPoints[0], meshPoints[1], meshPoints[2], meshPoints[3]); 

      AddTerrainPoint(p); 
     } 

     _mesh.vertices = vertices.ToArray(); 
     _mesh.triangles = triangles.ToArray(); 
     _mesh.RecalculateBounds(); 
     _mesh.RecalculateNormals(); 
     _collider.sharedMesh = _mesh; 
    } 

    void AddTerrainPoint(Vector3 point) 
    { 

     vertices.Add(new Vector3(point.x, 0f, 0f)); 
     vertices.Add(point); 


     if (vertices.Count >= 4) 
     { 
      int start = vertices.Count - 4; 
      triangles.Add(start + 0); 
      triangles.Add(start + 1); 
      triangles.Add(start + 2); 
      triangles.Add(start + 1); 
      triangles.Add(start + 3); 
      triangles.Add(start + 2); 
     } 
    } 



    private Vector3 CalculateBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) 
    { 

     float u = 1 - t; 
     float tt = t * t; 
     float uu = u * u; 
     float uuu = uu * u; 
     float ttt = tt * t; 

     Vector3 p = uuu * p0; 
     p += 3 * uu * t * p1; 
     p += 3 * u * tt * p2; 
     p += ttt * p3; 

     return p; 
    } 
} 

回答

1

我很確定我遵循那個教程,該代碼看起來很熟悉。

雖然你說得對,但它已經過時了。你應該看看this resource on the Unity Wiki,它更新,並且包含比平面更多的基元,包括立方體,錐體,圓環,球體和icosphere。我已經在這裏複製了立方體代碼,因爲這是你問到的。

MeshFilter filter = gameObject.AddComponent<MeshFilter>(); 
Mesh mesh = filter.mesh; 
mesh.Clear(); 

float length = 1f; 
float width = 1f; 
float height = 1f; 

#region Vertices 
Vector3 p0 = new Vector3(-length * .5f, -width * .5f, height * .5f); 
Vector3 p1 = new Vector3(length * .5f,  -width * .5f, height * .5f); 
Vector3 p2 = new Vector3(length * .5f,  -width * .5f, -height * .5f); 
Vector3 p3 = new Vector3(-length * .5f, -width * .5f, -height * .5f); 

Vector3 p4 = new Vector3(-length * .5f, width * .5f, height * .5f); 
Vector3 p5 = new Vector3(length * .5f,  width * .5f, height * .5f); 
Vector3 p6 = new Vector3(length * .5f,  width * .5f, -height * .5f); 
Vector3 p7 = new Vector3(-length * .5f, width * .5f, -height * .5f); 

Vector3[] vertices = new Vector3[] 
{ 
    // Bottom 
    p0, p1, p2, p3, 

    // Left 
    p7, p4, p0, p3, 

    // Front 
    p4, p5, p1, p0, 

    // Back 
    p6, p7, p3, p2, 

    // Right 
    p5, p6, p2, p1, 

    // Top 
    p7, p6, p5, p4 
}; 
#endregion 

#region Normales 
Vector3 up = Vector3.up; 
Vector3 down = Vector3.down; 
Vector3 front = Vector3.forward; 
Vector3 back = Vector3.back; 
Vector3 left = Vector3.left; 
Vector3 right = Vector3.right; 

Vector3[] normales = new Vector3[] 
{ 
    // Bottom 
    down, down, down, down, 

    // Left 
    left, left, left, left, 

    // Front 
    front, front, front, front, 

    // Back 
    back, back, back, back, 

    // Right 
    right, right, right, right, 

    // Top 
    up, up, up, up 
}; 
#endregion 

#region UVs 
Vector2 _00 = new Vector2(0f, 0f); 
Vector2 _10 = new Vector2(1f, 0f); 
Vector2 _01 = new Vector2(0f, 1f); 
Vector2 _11 = new Vector2(1f, 1f); 

Vector2[] uvs = new Vector2[] 
{ 
    // Bottom 
    _11, _01, _00, _10, 

    // Left 
    _11, _01, _00, _10, 

    // Front 
    _11, _01, _00, _10, 

    // Back 
    _11, _01, _00, _10, 

    // Right 
    _11, _01, _00, _10, 

    // Top 
    _11, _01, _00, _10, 
}; 
#endregion 

#region Triangles 
int[] triangles = new int[] 
{ 
    // Bottom 
    3, 1, 0, 
    3, 2, 1,    

    // Left 
    3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1, 
    3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1, 

    // Front 
    3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2, 
    3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2, 

    // Back 
    3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3, 
    3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3, 

    // Right 
    3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4, 
    3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4, 

    // Top 
    3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5, 
    3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5, 

}; 
#endregion 

mesh.vertices = vertices; 
mesh.normals = normales; 
mesh.uv = uvs; 
mesh.triangles = triangles; 

mesh.RecalculateBounds(); 
mesh.Optimize(); 
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