using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
//根据灰度图创建mesh地形
public class MeshTerrainCreate : MonoBehaviour
{
public Texture textureGray;//灰度图
public 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;
}
}
}
//Mesh数据变成一个固定格式的字符串流
private string MeshToString(MeshFilter mf, Vector3 scale)
{
Mesh mesh = mf.mesh;
Material[] sharedMaterials = mf.GetComponent<Renderer>().sharedMaterials;
Vector2 textureOffset = mf.GetComponent<Renderer>().material.GetTextureOffset("_MainTex");
Vector2 textureScale = mf.GetComponent<Renderer>().material.GetTextureScale("_MainTex");
StringBuilder stringBuilder = new StringBuilder().Append("mtllib design.mtl")
.Append("\n")
.Append("g ")
.Append(mf.name)
.Append("\n");
Vector3[] vertices = mesh.vertices;
for (int i = 0; i < vertices.Length; i++)
{
Vector3 vector = vertices[i];
stringBuilder.Append(string.Format("v {0} {1} {2}\n", vector.x * scale.x, vector.y * scale.y, vector.z * scale.z));
}
stringBuilder.Append("\n");
Dictionary<int, int> dictionary = new Dictionary<int, int>();
if (mesh.subMeshCount > 1)
{
int[] triangles = mesh.GetTriangles(1);
for (int j = 0; j < triangles.Length; j += 3)
{
if (!dictionary.ContainsKey(triangles[j]))
{
dictionary.Add(triangles[j], 1);
}
if (!dictionary.ContainsKey(triangles[j + 1]))
{
dictionary.Add(triangles[j + 1], 1);
}
if (!dictionary.ContainsKey(triangles[j + 2]))
{
dictionary.Add(triangles[j + 2], 1);
}
}
}
for (int num = 0; num != mesh.uv.Length; num++)
{
Vector2 vector2 = Vector2.Scale(mesh.uv[num], textureScale) + textureOffset;
if (dictionary.ContainsKey(num))
{
stringBuilder.Append(string.Format("vt {0} {1}\n", mesh.uv[num].x, mesh.uv[num].y));
}
else
{
stringBuilder.Append(string.Format("vt {0} {1}\n", vector2.x, vector2.y));
}
}
for (int k = 0; k < mesh.subMeshCount; k++)
{
stringBuilder.Append("\n");
if (k == 0)
{
stringBuilder.Append("usemtl ").Append("Material_design").Append("\n");
}
if (k == 1)
{
stringBuilder.Append("usemtl ").Append("Material_logo").Append("\n");
}
int[] triangles2 = mesh.GetTriangles(k);
for (int l = 0; l < triangles2.Length; l += 3)
{
stringBuilder.Append(string.Format("f {0}/{0} {1}/{1} {2}/{2}\n", triangles2[l] + 1, triangles2[l + 2] + 1, triangles2[l + 1] + 1));
}
}
return stringBuilder.ToString();
}
//MeshFilter组件里Mesh数据变成一个固定格式的字符串流。写入到本地文件就是一个obj模型
void Writeobj(MeshFilter mf)
{
using (StreamWriter streamWriter = new StreamWriter(string.Format("{0}{1}.obj", Application.streamingAssetsPath, mf.gameObject.name)))
{
streamWriter.Write(MeshToString(mf, new Vector3(-1f, 1f, 1f)));
streamWriter.Close();
}
AssetDatabase.Refresh();
CreatPrefabs(mf);
}
//加载obj模型创建预设体保存
void CreatPrefabs(MeshFilter mf)
{
// create prefab
Mesh mesh = AssetDatabase.LoadAssetAtPath<Mesh>(string.Format("{0}{1}.obj", Application.streamingAssetsPath, mf.gameObject.name));
mf.mesh = mesh;
PrefabUtility.SaveAsPrefabAsset(this.gameObject,string.Format("{0}{1}.prefab", Application.streamingAssetsPath, mf.gameObject.name));
AssetDatabase.Refresh();
}
//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);
// }
//}
private void OnGUI()
{
if (GUI.Button(new Rect(0, 0, 200, 200), "baocun"))
{
//Writeobj(meshList[0].GetComponent<MeshFilter>(),"0");
for (int i = 0; i < meshList.Count; i++)
{
Writeobj(meshList[i].GetComponent<MeshFilter>());
}
}
}
/// <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;
}
}