using UnityEngine;
using System.Collections; public class terrainTest : MonoBehaviour
{
public int terrainDeformationTextureNum = ;
private Terrain terr; // terrain to modify
protected int hmWidth; // heightmap width
protected int hmHeight; // heightmap height
protected int alphaMapWidth;
protected int alphaMapHeight;
protected int numOfAlphaLayers;
protected const float DEPTH_METER_CONVERT = 0.05f;
protected const float TEXTURE_SIZE_MULTIPLIER = 1.25f;
private float[,] heightMapBackup;
private float[, ,] alphaMapBackup; void Start()
{
terr = this.GetComponent<Terrain>();
hmWidth = terr.terrainData.heightmapWidth;
hmHeight = terr.terrainData.heightmapHeight;
alphaMapWidth = terr.terrainData.alphamapWidth;
alphaMapHeight = terr.terrainData.alphamapHeight;
numOfAlphaLayers = terr.terrainData.alphamapLayers;
if (Debug.isDebugBuild)
{
heightMapBackup = terr.terrainData.GetHeights(, , hmWidth, hmHeight);
alphaMapBackup = terr.terrainData.GetAlphamaps(, , alphaMapWidth, alphaMapHeight);
}
} //this has to be done because terrains for some reason or another terrains don't reset after you run the app
void OnApplicationQuit()
{
if (Debug.isDebugBuild)
{
terr.terrainData.SetHeights(, , heightMapBackup);
terr.terrainData.SetAlphamaps(, , alphaMapBackup);
}
} public void DestroyTerrain(Vector3 pos, float craterSizeInMeters)
{
DeformTerrain(pos, craterSizeInMeters);
TextureDeformation(pos, craterSizeInMeters * 1.5f);
} public void DeformTerrain(Vector3 pos, float craterSizeInMeters)
{
//get the heights only once keep it and reuse, precalculate as much as possible
Vector3 terrainPos = GetRelativeTerrainPositionFromPos(pos, terr, hmWidth, hmHeight);//terr.terrainData.heightmapResolution/terr.terrainData.heightmapWidth
int heightMapCraterWidth = (int)(craterSizeInMeters * (hmWidth / terr.terrainData.size.x));
int heightMapCraterLength = (int)(craterSizeInMeters * (hmHeight / terr.terrainData.size.z));
int heightMapStartPosX = (int)(terrainPos.x - (heightMapCraterWidth / ));
int heightMapStartPosZ = (int)(terrainPos.z - (heightMapCraterLength / )); float[,] heights = terr.terrainData.GetHeights(heightMapStartPosX, heightMapStartPosZ, heightMapCraterWidth, heightMapCraterLength);
float circlePosX;
float circlePosY;
float distanceFromCenter;
float depthMultiplier; float deformationDepth = (craterSizeInMeters / 3.0f) / terr.terrainData.size.y; // we set each sample of the terrain in the size to the desired height
for (int i = ; i < heightMapCraterLength; i++) //width
{
for (int j = ; j < heightMapCraterWidth; j++) //height
{ circlePosX = (j - (heightMapCraterWidth / )) / (hmWidth / terr.terrainData.size.x);
circlePosY = (i - (heightMapCraterLength / )) / (hmHeight / terr.terrainData.size.z);
distanceFromCenter = Mathf.Abs(Mathf.Sqrt(circlePosX * circlePosX + circlePosY * circlePosY));
//convert back to values without skew if (distanceFromCenter < (craterSizeInMeters / 2.0f))
{
depthMultiplier = ((craterSizeInMeters / 2.0f - distanceFromCenter) / (craterSizeInMeters / 2.0f)); depthMultiplier += 0.1f;
depthMultiplier += Random.value * .1f; depthMultiplier = Mathf.Clamp(depthMultiplier, , ); if(heights[i,j] <0.1) heights[i, j] = Mathf.Clamp(heights[i, j] +deformationDepth * depthMultiplier, , ); }
}
} // set the new height
terr.terrainData.SetHeights(heightMapStartPosX, heightMapStartPosZ, heights);
} public void TextureDeformation(Vector3 pos, float craterSizeInMeters)
{
Vector3 alphaMapTerrainPos = GetRelativeTerrainPositionFromPos(pos, terr, alphaMapWidth, alphaMapHeight);
int alphaMapCraterWidth = (int)(craterSizeInMeters * (alphaMapWidth / terr.terrainData.size.x));
int alphaMapCraterLength = (int)(craterSizeInMeters * (alphaMapHeight / terr.terrainData.size.z)); int alphaMapStartPosX = (int)(alphaMapTerrainPos.x - (alphaMapCraterWidth / ));
int alphaMapStartPosZ = (int)(alphaMapTerrainPos.z - (alphaMapCraterLength / )); float[, ,] alphas = terr.terrainData.GetAlphamaps(alphaMapStartPosX, alphaMapStartPosZ, alphaMapCraterWidth, alphaMapCraterLength); float circlePosX;
float circlePosY;
float distanceFromCenter; for (int i = ; i < alphaMapCraterLength; i++) //width
{
for (int j = ; j < alphaMapCraterWidth; j++) //height
{
circlePosX = (j - (alphaMapCraterWidth / )) / (alphaMapWidth / terr.terrainData.size.x);
circlePosY = (i - (alphaMapCraterLength / )) / (alphaMapHeight / terr.terrainData.size.z); //convert back to values without skew
distanceFromCenter = Mathf.Abs(Mathf.Sqrt(circlePosX * circlePosX + circlePosY * circlePosY)); if (distanceFromCenter < (craterSizeInMeters / 2.0f))
{
for (int layerCount = ; layerCount < numOfAlphaLayers; layerCount++)
{
//could add blending here in the future
if (layerCount == terrainDeformationTextureNum)
{
alphas[i, j, layerCount] = ;
}
else
{
alphas[i, j, layerCount] = ;
}
}
}
}
} terr.terrainData.SetAlphamaps(alphaMapStartPosX, alphaMapStartPosZ, alphas);
} protected Vector3 GetNormalizedPositionRelativeToTerrain(Vector3 pos, Terrain terrain)
{
//code based on: http://answers.unity3d.com/questions/3633/modifying-terrain-height-under-a-gameobject-at-runtime
// get the normalized position of this game object relative to the terrain
Vector3 tempCoord = (pos - terrain.gameObject.transform.position);
Vector3 coord;
coord.x = tempCoord.x / terr.terrainData.size.x;
coord.y = tempCoord.y / terr.terrainData.size.y;
coord.z = tempCoord.z / terr.terrainData.size.z; return coord;
} protected Vector3 GetRelativeTerrainPositionFromPos(Vector3 pos, Terrain terrain, int mapWidth, int mapHeight)
{
Vector3 coord = GetNormalizedPositionRelativeToTerrain(pos, terrain);
// get the position of the terrain heightmap where this game object is
return new Vector3((coord.x * mapWidth), , (coord.z * mapHeight));
}
}

u3d change terrain textrue&height的更多相关文章

  1. how to change the AlexNet into FCNs ?

    How to change the AlexNet into FCNs ? FCNs is a network that only contain convolution layers and no ...

  2. ArcGIS空间分析工具

    1. 3D分析 1.1. 3D Features toolset 工具 工具 描述 3D Features toolset (3D 要素工具集) Add Z Information 添加 Z 信息 添 ...

  3. KVC 和 KVO

    KVC 键值编码    全称是Key-value coding,翻译成键值编码.它提供了一种使用字符串而不是访问器方法去访问一个对象实例变量的机制.        1.通过key(成员变量的名称)设置 ...

  4. VC CComboBox用法总结

    VC每日一练,虽然简单,不动手试一下不能真正记住. 大气象 CComboBox *comboBox=(CComboBox*)GetDlgItem(IDC_COMBO1); comboBox->I ...

  5. JAVA生成图片缩略图、JAVA截取图片局部内容

    package com.ares.image.test; import java.awt.Color; import java.awt.Graphics; import java.awt.Image; ...

  6. overlay-3

    if(typeof Shadowbox=="undefined"){ throw"Unable to load Shadowbox, no base library ad ...

  7. Web 在线文件管理器学习笔记与总结(2)显示文件列表(名称,类型,大小,可读,可写,可执行,创建时间,修改时间,访问时间)

    主要函数: filetype() 判断文件类型 filesize() 得到文件大小(字节) is_readable() 判断文件是否可读 is_writeable() 判断文件是否可写 is_exec ...

  8. unity3d 基于物理渲染的问题解决

    最近1个月做了unity 次世代开发的一些程序方面的支持工作,当然也是基于物理渲染相关的,主要还是skyshop marmoset的使用吧,他算是unity4.x版本 PBR的优秀方案之一了但在使用以 ...

  9. v4l2采集视频和图片源码

    #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h&g ...

随机推荐

  1. python搭建简易服务器实例参考

    有关python搭建简易服务器的方法. 需求分析: 省油宝用户数 已经破了6000,原有的静态报表 已经变得臃肿不堪, 每次打开都要缓上半天,甚至浏览器直接挂掉 采用python搭建一个最最简易的 w ...

  2. C# FUNC 应用

    using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Func ...

  3. 简单了解一下c编译过程

    大一的时候,学习c语言,用的是VC6.0.用了1年多,到后来了解了Linux,知道了gcc编译器,开始使用gcc Hello.c -o a.out 这样的命令进行编译.后来又学了gcc的一些其他的命令 ...

  4. 每日英语:Why Are Items Pricier in China?

    In China, consumers pay nearly $1 more for a latte at Starbucks than their U.S. counterparts. A Cadi ...

  5. Oracle PLSQL Demo - 11.定义包头[Define PACKAGE]

    CREATE OR REPLACE PACKAGE temp_package_demo is v_demo ); PROCEDURE p_demo_1(userid NUMBER DEFAULT v_ ...

  6. Kafka Consumer 启动测试类

    https://github.com/MarcoGhise/SpringKafka.git package it.demo.kafka.springkafka.listener; import org ...

  7. [小技巧]Mac上chrome打开触控板双指前进后退功能

    Orz,本以为是默认开启的,结果发现并不是,从系统里找了半天发现没找到-就搜了一下,原来可以命令开启来 defaults write com.google.Chrome AppleEnableSwip ...

  8. .Net 三层架构开发初步

    写在前面的话:在课堂上只是听老师讲过三层架构,知道大概是什么意思,我的理解就是将本来混合着写在一起的代码按功能性的不同分别写在不同的项目中,然后上层项目调用下层项目提供的接口,这样可以使代码的层次更清 ...

  9. 在django中访问静态文件(js css img)

    刚开始参考的是别的文章,后来参考文章<各种 django 静态文件的配置总结>才看到原来没有但是没有注意到版本,折腾了一晚上,浪费了很多很多时间.后来终于知道搜索django1.7访问静态 ...

  10. ServiceMetadataBehavior 的 HttpsGetEnabled 属性设置为 True,而 HttpsGetUrl 属性是相对地址,但没有 https 基址

    WCF 发布,本机正常,服务器报错,信息如下: ServiceMetadataBehavior 的 HttpsGetEnabled 属性设置为 True,而 HttpsGetUrl 属性是相对地址,但 ...