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 = $shop->field('ope ...
- mysql data local的使用导入与导出数据到.txt
一.先创建表 CREATE TABLE stu(id INT UNSIGNED AUTO_INCREMENT,NAME VARCHAR(15) UNIQUE, /* 唯一约束 , 可以不填写,如果填写 ...
- Egret3D研究报告(二)从Unity3D导出场景到Egret3D
Egret3D暂时没有场编的计划,但是我们知道unity3D是一个很好的场编. 有一些游戏即使不是使用Unity3D开发,也使用Unity3D做场编.这里就不点名了,而且并不在少数. 我们就这么干. ...
- 解决Unity3D导出apk失败:Failed to re-package resources
前几天把系统重装了一下,重新安装Unity3D和Android Studio之后发现过去的文件都不能导出了. 错误信息主要包括: CommandInvokationFailure: Failed to ...
- C#中打日志导出日志到txt文本
/// <summary> /// 打日志 /// </summary> /// <param name="log"></param> ...
- C# listview控件右击导出数据到txt文本
private void 导出成功点击ToolStripMenuItem_Click(object sender, EventArgs e) { ) { MessageBox.Show("列 ...
随机推荐
- java String的各种方法及操作
No. 方法名称 功能 字符与字符串 01 public String(char[] value) 将字符数组中所有内容变为字符串 02 public String(char[] value,int ...
- [NOIp 2017]列队
Description Sylvia 是一个热爱学习的女孩子. 前段时间,Sylvia 参加了学校的军训.众所周知,军训的时候需要站方阵. Sylvia 所在的方阵中有$n \times m$名学生, ...
- bzoj2535 [Noi2010]航空管制
Description 世博期间,上海的航空客运量大大超过了平时,随之而来的航空管制也频频发生.最近,小X就因为航空管制,连续两次在机场被延误超过了两小时.对此,小X表示很不满意. 在这次来烟台的路上 ...
- [SCOI2009]windy数
题目描述 windy定义了一种windy数.不含前导零且相邻两个数字之差至少为2的正整数被称为windy数. windy想知道, 在A和B之间,包括A和B,总共有多少个windy数? 输入输出格式 输 ...
- [HNOI2009]最小圈
题目描述 对于一张有向图,要你求图中最小圈的平均值最小是多少,即若一个圈经过k个节点,那么一个圈的平均值为圈上k条边权的和除以k,现要求其中的最小值 输入输出格式 输入格式: 第一行2个正整数,分别为 ...
- 习题9-4 uva 1630
题意: 给你一串数字,要求你对其进行折叠使其长度最短. 折叠情况:全是一个字母 & 重复的字符串 AAAAAAAAAABABABCCD --> 9(A)3(AB)CCD NEE ...
- django rest-framework 1.序列化 一
上图为项目完整的目录结构 一.入门 需要先安装需要使用到包 pip install django pip install djangorestframework 先来创建一个新项目 django-ad ...
- Spring学习笔记5——注解方式AOP
第一步:注解配置业务类 使用@Component("Pservice")注解ProductService 类 package com.spring.service; import ...
- Zend引擎探索 之 PHP中前置递增不返回左值
首先来讲,一般我们对"左值"的理解就是可以出现在赋值运算符的左侧的标识符,也就是可以被赋值.这样讲也许并不十分确切,在不同的语言中对左值的定义也不尽相同.在这里我们讨论前置递增(和 ...
- css3中-moz、-ms、-webkit各什么意思
1.-moz代表firefox浏览器私有属性 2.-ms代表ie浏览器私有属性 3.-webkit代表safari.chrome私有属性 这些是为了兼容老版本的写法,比较新版本的浏览器都支持直接写:b ...