Unity NavMesh动态烘培和绘制

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原文链接:https://www.cnblogs.com/koshio0219/p/12195974.html

前提:随着Unity5.6的推出,我们终于迎来了NavMesh的动态烘培,我们期待已久的功能终于来了,不用再研究A*算法了,话说改进的网格寻路更加方便高效。

Unity5.6 更新概要(中文版):http://mt.sohu.com/it/d20170401/131548770_280780.shtml

Unity5.6更新概要(英文版):https://blogs.unity3d.com/cn/2017/03/31/5-6-is-now-available-and-completes-the-unity-5-cycle/?_ga=1.14498615.1252386216.1491371601

下面就直接进入正题:

首先场景中的物体都要挂上这个脚本NavMeshSourceTag.cs


using UnityEngine;
using UnityEngine.AI;
using System.Collections.Generic;
 
// Tagging component for use with the LocalNavMeshBuilder
// Supports mesh-filter and terrain - can be extended to physics and/or primitives
[DefaultExecutionOrder(-200)]
public class NavMeshSourceTag : MonoBehaviour
{
    // Global containers for all active mesh/terrain tags
    public static List<MeshFilter> m_Meshes = new List<MeshFilter>();
    public static List<Terrain> m_Terrains = new List<Terrain>();
 
    void OnEnable()
    {
        var m = GetComponent<MeshFilter>();
        if (m != null)
        {
            m_Meshes.Add(m);
        }
 
        var t = GetComponent<Terrain>();
        if (t != null)
        {
            m_Terrains.Add(t);
        }
    }
 
    void OnDisable()
    {
        var m = GetComponent<MeshFilter>();
        if (m != null)
        {
            m_Meshes.Remove(m);
        }
 
        var t = GetComponent<Terrain>();
        if (t != null)
        {
            m_Terrains.Remove(t);
        }
    }
 
    // Collect all the navmesh build sources for enabled objects tagged by this component
    public static void Collect(ref List<NavMeshBuildSource> sources)
    {
        sources.Clear();
 
        for (var i = 0; i < m_Meshes.Count; ++i)
        {
            var mf = m_Meshes[i];
            if (mf == null) continue;
 
            var m = mf.sharedMesh;
            if (m == null) continue;
 
            var s = new NavMeshBuildSource();
            s.shape = NavMeshBuildSourceShape.Mesh;
            s.sourceObject = m;
            s.transform = mf.transform.localToWorldMatrix;
            s.area = 0;
            sources.Add(s);
        }
 
        for (var i = 0; i < m_Terrains.Count; ++i)
        {
            var t = m_Terrains[i];
            if (t == null) continue;
 
            var s = new NavMeshBuildSource();
            s.shape = NavMeshBuildSourceShape.Terrain;
            s.sourceObject = t.terrainData;
            // Terrain system only supports translation - so we pass translation only to back-end
            s.transform = Matrix4x4.TRS(t.transform.position, Quaternion.identity, Vector3.one);
            s.area = 0;
            sources.Add(s);
        }
    }
}

然后新建个空物体挂上脚本:My_LocalNavMeshBuilder.cs
 

using UnityEngine;
using UnityEngine.AI;
using System.Collections;
using System.Collections.Generic;
using NavMeshBuilder = UnityEngine.AI.NavMeshBuilder;

// Build and update a localized navmesh from the sources marked by NavMeshSourceTag
[DefaultExecutionOrder(-102)]
public class LocalNavMeshBuilder : MonoBehaviour
{
    // The center of the build
    public Transform m_Tracked;

    // The size of the build bounds
    public Vector3 m_Size = new Vector3(80.0f, 20.0f, 80.0f);

    NavMeshData m_NavMesh;
    AsyncOperation m_Operation;
    NavMeshDataInstance m_Instance;
    List<NavMeshBuildSource> m_Sources = new List<NavMeshBuildSource>();

    IEnumerator Start()
    {
        while (true)
        {
            UpdateNavMesh(true);
            yield return m_Operation;
        }
    }

    void OnEnable()
    {
        Bake();
    }

    void OnDisable()
    {
        //Unload navmesh and clear handle
        m_Instance.Remove();
    }

    /// <summary>
    /// 按范围动态更新NavMesh
    /// </summary>
    /// <param name="asyncUpdate">是否异步加载</param>
    void UpdateNavMesh(bool asyncUpdate = false)
    {
        NavMeshSourceTag.Collect(ref m_Sources);
        var defaultBuildSettings = NavMesh.GetSettingsByID(0);
        var bounds = QuantizedBounds();

        if (asyncUpdate)
            m_Operation = NavMeshBuilder.UpdateNavMeshDataAsync(m_NavMesh, defaultBuildSettings, m_Sources, bounds);
        else
            NavMeshBuilder.UpdateNavMeshData(m_NavMesh, defaultBuildSettings, m_Sources, bounds);
    }

    static Vector3 Quantize(Vector3 v, Vector3 quant)
    {
        float x = quant.x * Mathf.Floor(v.x / quant.x);
        float y = quant.y * Mathf.Floor(v.y / quant.y);
        float z = quant.z * Mathf.Floor(v.z / quant.z);
        return new Vector3(x, y, z);
    }

    Bounds QuantizedBounds()
    {
        // Quantize the bounds to update only when theres a 0.1% change in size
        var center = m_Tracked ? m_Tracked.position : transform.position;
        return new Bounds(Quantize(center, .001f * m_Size), m_Size);
    }

    //选择物体时在Scene中绘制Bound区域
    void OnDrawGizmosSelected()
    {
        if (m_NavMesh)
        {
            Gizmos.color = Color.green;
            Gizmos.DrawWireCube(m_NavMesh.sourceBounds.center, m_NavMesh.sourceBounds.size);
        }

        Gizmos.color = Color.yellow;
        var bounds = QuantizedBounds();
        Gizmos.DrawWireCube(bounds.center, bounds.size);

        Gizmos.color = Color.green;
        var center = m_Tracked ? m_Tracked.position : transform.position;
        Gizmos.DrawWireCube(center, m_Size);
    }

    //动态烘焙NavMesh
    public void Bake()
    {
        // Construct and add navmesh
        m_NavMesh = new NavMeshData();
        m_Instance = NavMesh.AddNavMeshData(m_NavMesh);
        if (m_Tracked == null)
            m_Tracked = transform;
        UpdateNavMesh(false);
    }
}

最后再在你的人物上面加上NavMeshAgent组件,就可以控制人物寻路了。

有一个地方需要注意,因为NavMeshBuilder.UpdateNavMeshData(m_NavMesh, defaultBuildSettings, m_Sources, bounds); 刷新NavMeshData时需要读取模型的网格信息,此时需要将导入的模型读写打开,设置位置如下:

 

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