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
- Java基础详解
从写Java系列的第一篇到现在已经三个月了,因为在网络上或书籍中没有见到一些很适合初学者的学习流程,所以下决心自己写一写,也当作回顾一下Java的知识.网上有许多Java教程之类的内容,都是从概念起步 ...
- 一 Django模型层简介(一)
模型 django提供了一个强大的orm(关系映射模型)系统. 模型包含了你要在数据库中创建的字段信息及对数据表的一些操作 使用模型 定义好模型后,要告诉django使用这些模型,你要做的就是在配置文 ...
- 10_Python函数方法加深_Python编程之路
上节课已经简单的跟大家讲了如何定义一个方法,但是并没有深入去讲,这一节我们继续来学习定义方法中需要注意的几点 默认参数 前面我们讲到定义一个方法时是可以传递参数的,除了这个功能,实际上python在定 ...
- 用C# (.NET Core) 实现迭代器设计模式
本文的概念来自深入浅出设计模式一书 项目需求 有两个饭店合并了, 它们各自有自己的菜单. 饭店合并之后要保留这两份菜单. 这两个菜单是这样的: 菜单项MenuItem的代码是这样的: 最初我们是这样设 ...
- [USACO 12JAN]Mountain Climbing
Description Farmer John has discovered that his cows produce higher quality milk when they are subje ...
- [PA 2014]Pakowanie
Description 你有n个物品和m个包.物品有重量,且不可被分割:包也有各自的容量.要把所有物品装入包中,至少需要几个包? Input 第一行两个整数n,m(1<=n<=24,1&l ...
- HDU3389 Game
Problem Description Bob and Alice are playing a new game. There are n boxes which have been numbered ...
- UVA11552:Fewest Flops
发现如果只有一块就是种类的数目,也就是同种放在一起, 再考虑多块,如果违背的上面的规律,可以发现不会更优, 于是问题就是求在满足同种类放在一起的前提下,尽量使得相邻块的两端一模一样 然后dp一下就可以 ...
- SPOJ VLATTICE(莫比乌斯反演)
题意: 在一个三维空间中,已知(0,0,0)和(n,n,n),求从原点可以看见多少个点 思路: 如果要能看见,即两点之间没有点,所以gcd(a,b,c) = 1 /*来自kuangbi ...
- Linux中LCD设备驱动-framebuffer(帧缓冲)【】
转自:https://blog.csdn.net/linux_devices_driver/article/details/7079442 1.framebuffer 帧缓冲 帧缓冲(fram ...