Unity3d导出Recast geomset.txt
Unity3d导出Recast geomset.txt
(金庆的专栏)
Recast Demo 输入需要 geomset.txt 文件来指定区域类型。
以ObjExporter.cs为基础,编写Unity3d地图导出工具,同时导出obj文件和geomset.txt.
geomset.txt 示例
# Obj file.
f scene_level_0101.unity_56.obj
# Convex volumes.
# v nVertex area hmin hmax
# Area:
# 0: Default
# 1: Not Walkable
# 2: Jump
# 3: Enemy
# wall
v 4 1 -19.10179 6.521788
-77.54077 -19.10179 60.79453
-74.40015 6.521788 57.64596
-73.83923 6.521788 58.20547
-76.97985 -19.10179 61.35404
场景:
Recast 加载:
代码:
/*
Based on ObjExporter.cs:
http://wiki.unity3d.com/index.php?title=ObjExporter
This "wrapper" lets you export map to .OBJ and geomset.txt directly from the editor menu.
Obj mesh file and geomset.txt are used to generate nav mesh for server in Recast.
This should be put in your "Editor"-folder.
Use menu "Custom->Export map".
Exported models are put in a folder called
"ExportedMap" in the root of your Unity-project.
*/
/* 输出 obj 文件是mesh保存文件, geomset.txt 是RecastDemo工具的输入文件,
* 将这2个文件复制到 RecastDeme 执行目录, 按数字 0 加载.
*/
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System;
public class EditorMapExporter : ScriptableObject
{
private static int vertexOffset = 0;
private static string targetFolder = "ExportedMap";
private static StringBuilder sbLog = new StringBuilder ();
private static string geomsetFileName = "geomset.txt";
private static void FlushLog ()
{
if (!CreateTargetFolder ())
return;
using (StreamWriter sw = new StreamWriter(targetFolder + "/" + "MapExporter.log", true)) {
sw.Write (sbLog.ToString ());
}
sbLog = new StringBuilder ();
}
private static string MeshToString (MeshFilter mf)
{
Mesh m = mf.sharedMesh;
StringBuilder sb = new StringBuilder ();
sb.Append ("g ").Append (mf.name).Append ("\n");
sb.Append ("\n");
foreach (Vector3 lv in m.vertices) {
Vector3 wv = mf.transform.TransformPoint (lv);
//This is sort of ugly - inverting x-component since we're in
//a different coordinate system than "everyone" is "used to".
sb.Append (string.Format ("v {0} {1} {2}\n", -wv.x, wv.y, wv.z));
}
sb.Append ("\n");
for (int material=0; material < m.subMeshCount; material ++) {
int[] triangles = m.GetTriangles (material);
for (int i=0; i<triangles.Length; i+=3) {
//Because we inverted the x-component, we also needed to alter the triangle winding.
sb.Append (string.Format ("f {1} {0} {2}\n",
triangles [i] + 1 + vertexOffset, triangles [i + 1] + 1 + vertexOffset, triangles [i + 2] + 1 + vertexOffset));
}
}
sb.Append ("\n");
vertexOffset += m.vertices.Length;
return sb.ToString ();
}
private static void Clear ()
{
vertexOffset = 0;
}
private static void MeshesToFile (MeshFilter[] mf, string filename)
{
Clear ();
string folder = targetFolder;
using (StreamWriter sw = new StreamWriter(folder + "/" + filename)) {
for (int i = 0; i < mf.Length; i++) {
sw.Write (MeshToString (mf [i]));
}
}
EditorUtility.DisplayDialog ("Map exported", "Exported " + mf.Length + " objects to " + filename, "OK");
}
private static bool CreateTargetFolder ()
{
try {
System.IO.Directory.CreateDirectory (targetFolder);
} catch {
EditorUtility.DisplayDialog ("Error!", "Failed to create target folder!", "OK");
return false;
}
return true;
}
// 获取场景中的所有游戏对象, 选出所有NavigationStatic对象.
// 静态光源等无MeshFilter的将被忽略.
private static GameObject[] GetNavStaticObjects ()
{
sbLog.Append ("Get navigation static objects:\n");
ArrayList navStaticObjList = new ArrayList ();
GameObject [] gos = (GameObject[])FindObjectsOfType (typeof(GameObject));
foreach (GameObject go in gos) {
// 暂无OffMeshLinkGeneration
if (!GameObjectUtility.AreStaticEditorFlagsSet (go, StaticEditorFlags.NavigationStatic))
continue;
Component[] meshfilter = go.transform.GetComponents (typeof(MeshFilter));
if (0 == meshfilter.Length)
continue;
navStaticObjList.Add (go);
sbLog.AppendFormat ("Name: {0}, MeshFilters: {1}\n", go.name, meshfilter.Length);
}
return (GameObject[])navStaticObjList.ToArray (typeof(GameObject));
}
// 获取场景中的所有游戏对象, 选出所有NavigationStatic对象.
// 静态光源等无MeshFilter的将被忽略.
private static MeshFilter[] GetMeshFilters (GameObject[] gos)
{
ArrayList mfList = new ArrayList ();
for (int i = 0; i < gos.Length; i++) {
GameObject go = gos [i];
Component[] meshfilter = go.transform.GetComponents (typeof(MeshFilter));
for (int m = 0; m < meshfilter.Length; m++) {
mfList.Add (meshfilter [m]);
}
}
return (MeshFilter[])mfList.ToArray (typeof(MeshFilter));
}
[MenuItem ("Custom/Export Map v4")]
static void ExportWholeSelectionToSingle ()
{
if (!CreateTargetFolder ())
return;
sbLog.AppendFormat ("NavMeshLayerNames:\n");
string[] nmLayerNames = GameObjectUtility.GetNavMeshLayerNames ();
for (int i = 0; i < nmLayerNames.Length; i++) {
sbLog.AppendFormat ("{0}: {1}\n",
nmLayerNames[i],
GameObjectUtility.GetNavMeshLayerFromName(nmLayerNames[i]));
}
sbLog.Append ("\n");
//获取场景中的所有游戏对象, 选出所有NavigationStatic对象
GameObject[] gos = GetNavStaticObjects ();
MeshFilter[] mf = GetMeshFilters (gos);
string objFileName = GetObjSaveFileName (mf.Length);
MeshesToFile (mf, objFileName);
SaveGeomsetFile (mf, objFileName);
FlushLog ();
}
private static string GetObjSaveFileName(int exportedObjects)
{
string filename = EditorApplication.currentScene + "_" + exportedObjects;
int stripIndex = filename.LastIndexOf ('/');//FIXME: Should be Path.PathSeparator
if (stripIndex >= 0)
filename = filename.Substring (stripIndex + 1).Trim ();
return filename + ".obj";
}
private static void SaveGeomsetFile(MeshFilter[] mf, string objFileName)
{
using (StreamWriter sw = new StreamWriter(targetFolder + "/" + geomsetFileName)) {
sw.Write ("# Obj file.\n");
sw.Write ("f " + objFileName + "\n\n");
// 暂无 Offmesh connector
// Convex volumes
ConvexVolumes cvs = new ConvexVolumes(mf);
sw.Write (cvs.ToString ());
}
}
class ConvexVolumes
{
private ArrayList cvList = new ArrayList ();
public ConvexVolumes(MeshFilter[] mf)
{
for (int i = 0; i < mf.Length; i++) {
cvList.Add (new ConvexVolume (mf[i]));
}
}
public string ToString()
{
StringBuilder sb = new StringBuilder ();
sb.Append ("# Convex volumes.\n");
sb.Append ("# v nVertex area hmin hmax\n");
sb.Append ("# Area:\n");
string[] nmLayerNames = GameObjectUtility.GetNavMeshLayerNames ();
for (int i = 0; i < nmLayerNames.Length; i++) {
sb.AppendFormat ("#\t{0}: {1}\n",
GameObjectUtility.GetNavMeshLayerFromName(nmLayerNames[i]),
nmLayerNames[i]);
}
sb.Append ("\n");
foreach(ConvexVolume cv in cvList)
{
sb.Append(cv.ToString() + "\n");
}
return sb.ToString ();
}
}
class ConvexVolume
{
private string name;
private int areaType;
private float minh;
private float maxh;
private ArrayList vertList;
public ConvexVolume(MeshFilter mf)
{
name = mf.gameObject.name;
areaType = GameObjectUtility.GetNavMeshLayer (mf.gameObject);
sbLog.AppendFormat ("ConvexVolume: name = {0}, area = {1}\n",
mf.gameObject.name, areaType);
Vector3[] allVertices = GetAllVertices (mf);
GetHeight (allVertices);
ConvexHull (allVertices);
}
public string ToString()
{
StringBuilder sb = new StringBuilder ();
sb.AppendFormat ("# {0}\n", name);
sb.AppendFormat ("v {0} {1} {2} {3}\n", vertList.Count, areaType, minh, maxh);
foreach (Vector3 v in vertList) {
sb.AppendFormat ("{0} {1} {2}\n", v.x, v.y, v.z);
}
return sb.ToString ();
}
private Vector3[] GetAllVertices(MeshFilter mf)
{
Mesh m = mf.sharedMesh;
ArrayList vertList = new ArrayList ();
foreach (Vector3 lv in m.vertices) {
Vector3 wv = mf.transform.TransformPoint (lv);
//This is sort of ugly - inverting x-component
Vector3 wv2 = new Vector3(-wv.x, wv.y, wv.z);
vertList.Add (wv2);
}
return (Vector3[])vertList.ToArray (typeof(Vector3));
}
private void ConvexHull(Vector3[] v)
{
vertList = new ArrayList();
// Find lower-leftmost point.
int org_hull = 0;
for (int h = 1; h < v.Length; ++h)
if (CompPoint(v[h], v[org_hull]))
org_hull = h;
// Gift wrap hull.
int endpt = 0;
int hull = org_hull;
int count = 0;
do
{
count++;
if (count > 999999) {
EditorUtility.DisplayDialog ("Convex Hull Error", "Something is wrong!!!", "OK");
break;
}
vertList.Add (v[hull]);
// sbLog.AppendFormat ("Got hull {0} : {1}\n", hull, v[hull].ToString ());
endpt = 0;
for (int j = 1; j < v.Length; ++j)
if (endpt == hull || IsLeft (v[hull], v[endpt], v[j]))
endpt = j;
hull = endpt;
}
while (endpt != org_hull && count <= 24);
FlushLog ();
}
// Returns true if 'c' is left of line 'a'-'b'.
private bool IsLeft(Vector3 a, Vector3 b, Vector3 c)
{
float u1 = b.x - a.x;
float v1 = b.z - a.z;
float u2 = c.x - a.x;
float v2 = c.z - a.z;
return u1 * v2 - v1 * u2 < 0;
}
// Returns true if 'a' is more lower-left than 'b'.
private bool CompPoint(Vector3 a, Vector3 b)
{
if (a.x < b.x) return true;
if (a.x > b.x) return false;
if (a.z < b.z) return true;
if (a.z > b.z) return false;
return false;
}
private void GetHeight(Vector3[] vertices)
{
minh = float.MaxValue;
maxh = float.MinValue;
foreach (Vector3 v in vertices) {
if (minh > v.y)
minh = v.y;
if (maxh < v.y)
maxh = v.y;
}
}
}
}
Unity3d导出Recast geomset.txt的更多相关文章
- Unity3d导出场景地图寻路
Unity3d导出场景地图寻路(金庆的专栏)Unity3d中用无渲染的透明盒子摆出地面和阻档区域. this.renderer.enabled = false;所有这些盒子设为Navig ...
- GJM :Unity3d导出eclipse工程,导入Android Studio
unity3d导出eclipse工程,导入Android Studio 标签: unity3Dandroid studio 2016-08-11 10:42 398人阅读 评论(1) 收藏 举报 分类 ...
- Excel 导出指定行为txt文件(VBA,宏)
要从Excel 多个sheet内导出指定行为txt文件,懒得用C#了,写个VBA宏 Sub Export() Dim FileName As Variant Dim Sep As String Dim ...
- 导出OpenID为txt文件的方法
导出OpenID为txt文件的方法 public function export(){ $shop = M("Shop"); $arr = $shop->field('ope ...
- mysql data local的使用导入与导出数据到.txt
一.先创建表 CREATE TABLE stu(id INT UNSIGNED AUTO_INCREMENT,NAME VARCHAR(15) UNIQUE, /* 唯一约束 , 可以不填写,如果填写 ...
- Egret3D研究报告(二)从Unity3D导出场景到Egret3D
Egret3D暂时没有场编的计划,但是我们知道unity3D是一个很好的场编. 有一些游戏即使不是使用Unity3D开发,也使用Unity3D做场编.这里就不点名了,而且并不在少数. 我们就这么干. ...
- 解决Unity3D导出apk失败:Failed to re-package resources
前几天把系统重装了一下,重新安装Unity3D和Android Studio之后发现过去的文件都不能导出了. 错误信息主要包括: CommandInvokationFailure: Failed to ...
- C#中打日志导出日志到txt文本
/// <summary> /// 打日志 /// </summary> /// <param name="log"></param> ...
- C# listview控件右击导出数据到txt文本
private void 导出成功点击ToolStripMenuItem_Click(object sender, EventArgs e) { ) { MessageBox.Show("列 ...
随机推荐
- 【Android】Mac下Android Studio设置App启动页
先将启动页放到项目资源中,图片一般是1080*1920的jpg. 新建一个activity,如图: 创建成功之后,打开刚刚创建的activity,来进行代码的编写: public class BZLa ...
- SpringMVC 教程 - Controller
原文地址:https://www.codemore.top/cates/Backend/post/2018-04-10/spring-mvc-controller 声明Controller Contr ...
- 安卓开发JAVA基础之初识JAVA
JAVA的一大特点------不依赖平台 JAVA在平台之上提供了一个JAVA运行环境(Java Runtime Environment, JRE),该环境由Java虚拟机(Java Virtua ...
- [NOI 2014]起床困难综合症
Description 21 世纪,许多人得了一种奇怪的病:起床困难综合症,其临床表现为:起床难,起床后精神不佳.作为一名青春阳光好少年,atm 一直坚持与起床困难综合症作斗争.通过研究相关文献,他找 ...
- [NOI 2010]超级钢琴
Description 小Z是一个小有名气的钢琴家,最近C博士送给了小Z一架超级钢琴,小Z希望能够用这架钢琴创作出世界上最美妙 的音乐. 这架超级钢琴可以弹奏出n个音符,编号为1至n.第i个音符的美妙 ...
- [IOI 2011]ricehub
Description 乡间有一条笔直而长的路称为“米道”.沿着这条米道上 R 块稻田,每块稻田的坐标均为一个 1 到 L 之间(含 1 和 L)的整数.这些稻田按照坐标以不减的顺序给出,即对于 0 ...
- hdu 5480(前缀和)
题意:如果一个点,则这点的横竖皆被占领,询问矩阵是否全被占领. 思路:将被占领的x,y标记为1,用x表示1 - i的和 如果x轴的差为 x2 - x1 + 1则表示全被占领,y轴同理 #include ...
- C语言第二次作业——顺序结构
一.改错题 1.输出带框文字:在屏幕上输出以下3行信息. (1)源程序 对程序进行编译,发现错误信息1 错误原因:stdio拼写错误 改正方法:将stdio正确拼写 对程序进行编译,发现错误信息2 错 ...
- html5应用程序缓存
缓存概念: ------页面缓存: html.JS.CSS等,这些缓存资源是由于浏览器的行为而产生; ------数据缓存 ----------AppCache: Cache Manifest 操作 ...
- js 删除字符串中所有空格
//去除头尾和中间空格,制表符 function trimSpaces(Str){ var ResultStr = ""; ...