Unity地形设计之创建多种风格的山峰(八)

     (一)、在地形上随机选择一个位置创建一个山峰,代码如下所示:

结果:

    (二)、接下来要做的就是:得到这个位置并抓住它周围的所点并将它们全部抬起

补充编辑CustomTerrain

结果如下:我们得到一个类似圆锥的45度坡度:

如果想要更改山峰的陡峭度(斜率),添加一个voronoiFallOff变量来调节山峰陡峭度。

 

 上述的变化是Linear线性的,是一对一的 :

     我们想对山峰有更多的控制权,不仅仅是建立锥型的山峰,因此,我们需要做的是操纵坡度。

           (三)、使用枚举用不同的数学函数绘制不同风格的地形

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CustomTerrain : MonoBehaviour {
    public bool resetTerrain = true;
    //VORONOI 生成山峰的高度限制
    public float voronoiMinHeight = 0.1f;
    public float voronoiMaxHeight = 0.5f;
    //决定山峰斜率陡峭度变化
    public float voronoiFallOff = 0.2f;
    //山峰的下降
    public float voronoiDropOff = 0.6f;

    //枚举 线性、幂函数,sin函数以及函数结合使用
    public enum VoronoiType { Linear = 0, Power = 1, SinPow = 2, Combined = 3 }
    public VoronoiType voronoiType = VoronoiType.Linear;//默认是线性
    //随意生成多个随机点
    public int voronoiPeaks = 5;
    //这个函数每次创建新的高度图时使用
    float[,] GetHeightMap()
    {
        if (!resetTerrain)
        {
         return terrainData.GetHeights(0, 0, terrainData.heightmapWidth, terrainData.heightmapHeight);
        }
        else
            return new float[terrainData.heightmapWidth, terrainData.heightmapHeight];
    }

    //获取地形(物体)对象
    public Terrain terrain;
    //TerrainData里有地形所有的数据
    public TerrainData terrainData;
    //每次编辑完脚本内容返回编辑器时运行后会执行此方法
    private void OnEnable()
    {
        //初始化地形数据 先获取地形再获取本身的地形数据
        terrain = gameObject.GetComponent<Terrain>();
        terrainData = Terrain.activeTerrain.terrainData;
    }
    public void Voronoi()
    {
        float[,] heightMap = GetHeightMap();//获取高度图
        for (int p = 0; p < voronoiPeaks; p++)
        {
            #region  //  将在地图上选择—个随机位置peak将其随机抬起(y是地形实际高度值是0到1之间,不是高度图的深度,Z是高度图的深度)
            Vector3 peak = new Vector3(UnityEngine.Random.Range(0, terrainData.heightmapWidth),
                                     UnityEngine.Random.Range(voronoiMinHeight, voronoiMaxHeight),
                                     UnityEngine.Random.Range(0, terrainData.heightmapHeight)
                                    );
            if (heightMap[(int)peak.x, (int)peak.z] < peak.y)//把选择的点转到高度图
                heightMap[(int)peak.x, (int)peak.z] = peak.y;//把高度图中对应的该peak点的地形的高度设置成已经随机生成的高度值。
            #endregion

            #region  抓住它周围的所点并将它们全部抬起
            Vector2 peakLocation = new Vector2(peak.x, peak.z);//高度图上的peak点位置
                                                               // maxDistance 是高度图对角线长度,是定值,也是高度图任意两点之间距离最长的线段
            float maxDistance = Vector2.Distance(new Vector2(0, 0), new Vector2(terrainData.heightmapWidth, terrainData.heightmapHeight));
            for (int y = 0; y < terrainData.heightmapHeight; y++)
            {
                for (int x = 0; x < terrainData.heightmapWidth; x++)
                {
                    if (!(x == peak.x && y == peak.z))//判断该点不是peak点进入if语句
                    {
                        //遍历整个地图,获得所有点(x,y),看每个点距离peak点有多远distanceToPeak,/maxDistance商结果是0到1,距离peak点越近比值越小
                        float distanceToPeak = Vector2.Distance(peakLocation, new Vector2(x, y)) / maxDistance;
                        float h;
                        //voronoiFallOff控制山峰倾斜度
                        if (voronoiType == VoronoiType.Combined)
                        {
                            h = peak.y - distanceToPeak * voronoiFallOff -
                                Mathf.Pow(distanceToPeak, voronoiDropOff); //combined
                        }
                        else if (voronoiType == VoronoiType.Power)
                        {
                            h = peak.y - Mathf.Pow(distanceToPeak, voronoiDropOff) * voronoiFallOff; //power
                        }
                        else if (voronoiType == VoronoiType.SinPow)
                        {
                            h = peak.y - Mathf.Pow(distanceToPeak * 3, voronoiFallOff) -
                                    Mathf.Sin(distanceToPeak * 2 * Mathf.PI) / voronoiDropOff; //sinpow
                        }
                        else
                        {
                            h = peak.y - distanceToPeak * voronoiFallOff; //linear
                        }

                        if (heightMap[x, y] < h)
                            heightMap[x, y] = h;

                    }

                }
            }
            #endregion
        }

        terrainData.SetHeights(0, 0, heightMap);

    }
}

using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(CustomTerrain))]
public class CustomTerrainEditor : Editor {
    SerializedProperty resetTerrain;
    SerializedProperty voronoiMinHeight;
    SerializedProperty voronoiMaxHeight;
    SerializedProperty voronoiFallOff;
    SerializedProperty voronoiDropOff;
    SerializedProperty voronoiType;
    SerializedProperty voronoiPeaks;
    bool showVoronoi = false;
    private void OnEnable()
    {     
        resetTerrain = serializedObject.FindProperty("resetTerrain");     
        voronoiMinHeight = serializedObject.FindProperty("voronoiMinHeight");
        voronoiMaxHeight = serializedObject.FindProperty("voronoiMaxHeight");
        voronoiFallOff = serializedObject.FindProperty("voronoiFallOff");
        voronoiDropOff = serializedObject.FindProperty("voronoiDropOff");
        voronoiType = serializedObject.FindProperty("voronoiType");
        voronoiPeaks = serializedObject.FindProperty("voronoiPeaks");
        //随机生成多个随机点
        EditorGUILayout.IntSlider(voronoiPeaks, 1, 10, new GUIContent("Peak Count"));

    }
    //绘制编辑面板
    public override void OnInspectorGUI()
    {
        //更新所有序列化的值
        serializedObject.Update();
        //获取自定义的地形属性脚本组件
        CustomTerrain terrain = (CustomTerrain)target;
        EditorGUILayout.PropertyField(resetTerrain);
        #region     
        showVoronoi = EditorGUILayout.Foldout(showVoronoi, "Voronoi");
        if (showVoronoi)
        {              
            EditorGUILayout.Slider(voronoiMinHeight, 0, 1, new GUIContent("Min Height"));
            EditorGUILayout.Slider(voronoiMaxHeight, 0, 1, new GUIContent("Max Height"));
            EditorGUILayout.Slider(voronoiFallOff, 0, 10, new GUIContent("Falloff"));
            EditorGUILayout.Slider(voronoiDropOff, 0, 10, new GUIContent("Dropoff"));
            EditorGUILayout.PropertyField(voronoiType);
            if (GUILayout.Button("Voronoi"))
            {
                terrain.Voronoi();
            }
        }
        #endregion
        //应用发生的所有更改
        serializedObject.ApplyModifiedProperties();

    }
   


}

结果如下,可以自行调试测试看下效果:

 

 

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值