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Unity3d个性化地形创建

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发表于 2012-2-22 12:01:15 |只看该作者 |倒序浏览
一,在unity3d 的Project面板中新建一个文件夹,并为其命名为Editor。并在其文件夹下新建一个Javascript文件,命名为MountainsCreate.
二,把下面的代码拷贝到MountainsCreate.js上。
/*

*Use the tool.

*You can put 3D Max or maya model built into Unity3d in the mountains.

*/
@MenuItem ("Terrain/3DObject to Terrain")static function Object2Terrain ()

{   

// See if a valid object is selected   

var obj = Selection.activeObject as GameObject;   

if (obj.GetComponent(MeshFilter) == null) {



  EditorUtility.DisplayDialog("No mesh selected", "lease select an object with a mesh.","Cancel");   

  return;  

  

}else if ((obj.GetComponent(MeshFilter) as MeshFilter).sharedMesh == null) {   

  EditorUtility.DisplayDialog("No mesh selected", "lease select an object with a valid mesh.", "Cancel");   

  return;      

}   

if (Terrain.activeTerrain == null) {   

  EditorUtility.DisplayDialog("No terrain found", "lease make sure a terrain exists.","Cancel");   

  return;   

}   

    var terrain = Terrain.activeTerrain.terrainData;        // If there's no mesh collider, add one(and then remove it later when done)   
var addedCollider = false;
    var addedMesh = false;



    var objCollider = obj.collider as MeshCollider;

   

if (objCollider == null) {   

  objCollider = obj.AddComponent(MeshCollider);   

  addedCollider = ***e;   

}else if (objCollider.sharedMesh == null) {   

  objCollider.sharedMesh = (obj.GetComponent(MeshFilter) as MeshFilter).sharedMesh;   

  addedMesh = ***e;

    }   

   

Undo.RegisterUndo (terrain, "Object to Terrain");

   

var resolutionX = terrain.heightmapWidth;

   

var resolutionZ = terrain.heightmapHeight;

   

var heights = terrain.GetHeights(0, 0, resolutionX, resolutionZ);   

   

// Use bounds a bit smaller than the actual object; otherwise raycasting tends to miss at the edges

    var objectBounds = objCollider.bounds;

   

var leftEdge = objectBounds.center.x - objectBounds.extents.x + .01;

   

var bottomEdge = objectBounds.center.z - objectBounds.extents.z + .01;

   

var stepX = (objectBounds.size.x - .019) / resolutionX;

   

var stepZ = (objectBounds.size.z - .019) / resolutionZ;   

   

// Set up raycast vars

    var y = objectBounds.center.y + objectBounds.extents.y + .01;

   

var hit : RaycastHit;    var ray = new Ray(Vector3.zero, -Vector3.up);

   

var rayDistance = objectBounds.size.y + .02;   



var heightFactor = 1.0 / rayDistance;            



// Do raycasting samples over the object to see what terrain heights should be

   

var z = bottomEdge;

   

for (zCount = 0; zCount < resolutionZ; zCount++) {   

  var x = leftEdge;   

  for (xCount = 0; xCount < resolutionX; xCount++) {        

   ray.origin = Vector3(x, y, z);        

   if (objCollider.Raycast(ray, hit, rayDistance)) {            

    heights[zCount, xCount] = 1.0 - (y - hit.point.y)*heightFactor;            }

   else {

    heights[zCount, xCount] = 0.0;        

   }        

   x += stepX;   

  }   

  z += stepZ;

    }   

   

terrain.SetHeights(0, 0, heights);   



    if (addedMesh) {   

  objCollider.sharedMesh = null;

    }



    if (addedCollider) {   

  DestroyImmediate(objCollider);

    }

}
三,把从3D Max或Maya中制作的地形对象导入到Unity3d资源文件夹中。模型名为Mountains.
四,点击工具栏菜单中的Terrain--->Create Terrain,创建一个地形。
五,把导入的地形从Unity3D Project面板中拖放到Hierarchy面板中。在Hierarchy面板中选中Mountains对象,然后选中工具栏菜单中的
Terrain--->3DObject to Terrain.此时就能看到您自己导入的修改化地形了。



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沙发
发表于 2012-8-26 15:26:16 |只看该作者


文章中.............Terrain--->3DObject to Terrain.此时就能看到您自己导入的修改化地形了..............



3DObject to Terrain 看不到这个条目
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