Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,478 @@
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using System;
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using System.IO;
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using Unity.VisualScripting.FullSerializer;
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using UnityEditor;
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using UnityEngine;
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public static class GroundTools
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{
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[MenuItem("GroundTools/GroundToolWindow")]
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public static void OpenGroundToolWindow()
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{
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GroundToolWindow window = EditorWindow.GetWindow<GroundToolWindow>("地形工具");
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window.Show();
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}
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}
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public class GroundToolWindow : EditorWindow
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{
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private string configPath = "Assets/Editor/GroundToolConfig.asset";
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private GroundToolConfig groundToolConfig;
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private GameObject selectedGround;
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private bool isConfigChange = false;
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private float lastChangeTime = 0;// Time.realtimeSinceStartup;
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private void OnEnable()
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{
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// 窗口打开时加载配置
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LoadConfig();
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}
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private void LoadConfig()
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{
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// 尝试从指定路径加载配置
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groundToolConfig = AssetDatabase.LoadAssetAtPath<GroundToolConfig>(configPath);
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if (groundToolConfig == null)
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{
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// 如果配置不存在,则创建一个新的
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groundToolConfig = CreateInstance<GroundToolConfig>();
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// 确保目录存在
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string directory = Path.GetDirectoryName(configPath);
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if (!Directory.Exists(directory))
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{
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Directory.CreateDirectory(directory);
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}
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// 创建资产文件
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AssetDatabase.CreateAsset(groundToolConfig, configPath);
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AssetDatabase.SaveAssets();
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Debug.Log("创建新的地形工具配置文件: " + configPath);
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}
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}
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private void SaveConfig()
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{
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if (groundToolConfig != null)
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{
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EditorUtility.SetDirty(groundToolConfig); // 确保Unity知道资产需要保存
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AssetDatabase.SaveAssets(); // 保存资产
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isConfigChange = false;
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Debug.Log("地形工具配置已保存。");
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}
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}
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/// <summary>
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/// 绘制编辑器窗口UI
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/// </summary>
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private void OnGUI()
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{
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GUILayout.Label("地形创建工具", EditorStyles.boldLabel);
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// 创建地形按钮
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if (GUILayout.Button("创建地形"))
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{
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//选择需要存储文件的路径
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CreateGround();
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}
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EditorGUILayout.Space(10);
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// 参数设置
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groundToolConfig.width = EditorGUILayout.IntField("横格", groundToolConfig.width);
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groundToolConfig.length = EditorGUILayout.IntField("纵格", groundToolConfig.length);
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groundToolConfig.height = EditorGUILayout.FloatField("高度", groundToolConfig.height);
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groundToolConfig.perlinScale = EditorGUILayout.Slider("噪声缩放", groundToolConfig.perlinScale, 0.01f, 1f);
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groundToolConfig.groundIncline = EditorGUILayout.Slider("地面坡度", groundToolConfig.groundIncline, 0f, 1f);
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EditorGUILayout.Space(10);
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groundToolConfig.power = EditorGUILayout.Slider("过渡平滑度", groundToolConfig.power, 1f, 5f);
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groundToolConfig.matSplit1 = EditorGUILayout.Slider("纹理占比分割1", groundToolConfig.matSplit1, 0f, 0.8f);
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groundToolConfig.matSplit2 = EditorGUILayout.Slider("纹理占比分割2", groundToolConfig.matSplit2, 0.1f, 0.9f);
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groundToolConfig.matSplit3 = EditorGUILayout.Slider("纹理占比分割3", groundToolConfig.matSplit3, 0.2f, 1f);
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EditorGUILayout.Space(10);
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groundToolConfig.texGround1 = EditorGUILayout.ObjectField("纹理1", groundToolConfig.texGround1, typeof(Texture), false) as Texture;
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groundToolConfig.texGround2 = EditorGUILayout.ObjectField("纹理2", groundToolConfig.texGround2, typeof(Texture), false) as Texture;
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groundToolConfig.texGround3 = EditorGUILayout.ObjectField("纹理3", groundToolConfig.texGround3, typeof(Texture), false) as Texture;
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groundToolConfig.texGround4 = EditorGUILayout.ObjectField("纹理4", groundToolConfig.texGround4, typeof(Texture), false) as Texture;
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EditorGUILayout.Space(10);
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if (GUILayout.Button("随机参数"))
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{
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UnityEngine.Random.InitState((int)DateTime.Now.Ticks);
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groundToolConfig.randOffset = UnityEngine.Random.Range(0f, 100f);
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}
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groundToolConfig.randOffset = EditorGUILayout.FloatField("随机性", groundToolConfig.randOffset);
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groundToolConfig.randJitter = EditorGUILayout.Slider("纹理扰动", groundToolConfig.randJitter,0, 1);
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EditorGUILayout.Space(10);
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EditorGUILayout.Space(10);
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// 选择地形对象
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selectedGround = EditorGUILayout.ObjectField("选择地形", selectedGround, typeof(GameObject), true) as GameObject;
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GUI.enabled = selectedGround != null;
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// 修改地形按钮
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if (GUILayout.Button("修改地形"))
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{
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ChangeGround();
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}
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if (GUI.changed)
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{
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isConfigChange = true;
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lastChangeTime = Time.realtimeSinceStartup;
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}
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if (isConfigChange && Time.realtimeSinceStartup - lastChangeTime > 5f)
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{
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SaveConfig();
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}
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GUI.enabled = true;
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}
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/// <summary>
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/// 创建地形
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/// </summary>
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private void CreateGround()
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{
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// 创建游戏对象
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GameObject ground = new GameObject("Ground_" + groundToolConfig.width + "x" + groundToolConfig.length);
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// 添加网格过滤器和网格渲染器
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MeshFilter meshFilter = ground.AddComponent<MeshFilter>();
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MeshRenderer meshRenderer = ground.AddComponent<MeshRenderer>();
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// 创建网格
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Mesh mesh = CreateGroundMesh(groundToolConfig.width, groundToolConfig.length, groundToolConfig.height, groundToolConfig.perlinScale);
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// 应用网格
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meshFilter.sharedMesh = mesh;
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// 添加碰撞器
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MeshCollider collider = ground.AddComponent<MeshCollider>();
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collider.sharedMesh = mesh;
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// 设置材质
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meshRenderer.material = new Material(Shader.Find("Standard"));
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// 注册撤销操作并选中对象
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Undo.RegisterCreatedObjectUndo(ground, "Create Ground");
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Selection.activeGameObject = ground;
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// 更新选中的地形对象
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selectedGround = ground;
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}
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/// <summary>
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/// 修改地形
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/// </summary>
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private void ChangeGround()
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{
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if (selectedGround == null)
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{
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Debug.LogError("请先选择一个地形对象");
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return;
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}
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MeshFilter meshFilter = selectedGround.GetComponent<MeshFilter>();
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if (meshFilter == null) return;
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// 创建新网格
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Mesh mesh = meshFilter.sharedMesh;//CreateGroundMesh(width, length, height, perlinScale);
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// 记录撤销
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Undo.RecordObject(meshFilter, "Change Ground");
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// 应用网格
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meshFilter.sharedMesh = mesh;
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float[,] heightMap = ModifyVertexHeight(mesh);
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ModifyMaterial(selectedGround.GetComponent<MeshRenderer>(), heightMap);
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// 更新碰撞器
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MeshCollider collider = selectedGround.GetComponent<MeshCollider>();
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if (collider != null)
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{
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Undo.RecordObject(collider, "Change Ground Collider");
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collider.sharedMesh = mesh;
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}
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}
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/// <summary>
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/// 创建地形网格
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/// </summary>
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private Mesh CreateGroundMesh(int width, int length, float height, float perlinScale)
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{
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Mesh mesh = new Mesh();
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mesh.name = "Ground_" + width + "x" + length + "_Mesh";
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int resolutionX = Mathf.CeilToInt(groundToolConfig.width);
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int resolutionZ = Mathf.CeilToInt(groundToolConfig.length);
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float halfWidth = width * 0.5f;
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float halfLength = length * 0.5f;
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// 创建顶点
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Vector3[] vertices = new Vector3[(resolutionX + 1) * (resolutionZ + 1)];
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float[,] heightMap = GenerateHeightMap(groundToolConfig.width, groundToolConfig.length, groundToolConfig.height, groundToolConfig.perlinScale);
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for (int z = 0; z <= resolutionZ; z++)
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{
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for (int x = 0; x <= resolutionX; x++)
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{
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float xPos = x;// * width / resolutionX - halfWidth;
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float zPos = z;// * length / resolutionZ - halfLength;
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// 使用Perlin噪声生成高度
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float y = 0;
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if (perlinScale > 0)
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{
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y = heightMap[x, z];
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}
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vertices[z * (resolutionX + 1) + x] = new Vector3(xPos, y, zPos);
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}
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}
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// 创建三角形
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int[] triangles = new int[resolutionX * resolutionZ * 6];
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int triangleIndex = 0;
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for (int z = 0; z < resolutionZ; z++)
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{
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for (int x = 0; x < resolutionX; x++)
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{
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int vertexIndex = z * (resolutionX + 1) + x;
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triangles[triangleIndex++] = vertexIndex;
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triangles[triangleIndex++] = vertexIndex + resolutionX + 1;
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triangles[triangleIndex++] = vertexIndex + 1;
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triangles[triangleIndex++] = vertexIndex + 1;
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triangles[triangleIndex++] = vertexIndex + resolutionX + 1;
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triangles[triangleIndex++] = vertexIndex + resolutionX + 2;
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}
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}
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// 创建UV坐标
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Vector2[] uvs = new Vector2[(resolutionX + 1) * (resolutionZ + 1)];
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for (int z = 0; z <= resolutionZ; z++)
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{
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for (int x = 0; x <= resolutionX; x++)
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{
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uvs[z * (resolutionX + 1) + x] = new Vector2((float)x / resolutionX, (float)z / resolutionZ);
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}
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}
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// 设置网格数据
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.uv = uvs;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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//修改模型顶点高度
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private float[,] ModifyVertexHeight(Mesh mesh)
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{
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float[,] heightMap = GenerateHeightMap(groundToolConfig.width, groundToolConfig.length, groundToolConfig.height, groundToolConfig.perlinScale);
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//for (int i = 0; i < vertices.Length; i++)
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//{
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// vertices[i].y = heightMap[i % (width + 1), i / (width + 1)];
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//}
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int resolutionX = Mathf.CeilToInt(groundToolConfig.width);
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int resolutionZ = Mathf.CeilToInt(groundToolConfig.length);
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Vector3[] vertices = new Vector3[(resolutionX + 1) * (resolutionZ + 1)];
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for (int z = 0; z <= resolutionZ; z++)
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{
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for (int x = 0; x <= resolutionX; x++)
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{
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float xPos = x;// * width / resolutionX - halfWidth;
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float zPos = z;// * length / resolutionZ - halfLength;
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// 使用Perlin噪声生成高度
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float y = 0;
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if (groundToolConfig.perlinScale > 0)
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{
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y = heightMap[x, z];
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}
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vertices[z * (resolutionX + 1) + x] = new Vector3(xPos, y, zPos);
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}
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}
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// 创建三角形
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int[] triangles = new int[resolutionX * resolutionZ * 6];
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int triangleIndex = 0;
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for (int z = 0; z < resolutionZ; z++)
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{
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for (int x = 0; x < resolutionX; x++)
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{
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int vertexIndex = z * (resolutionX + 1) + x;
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triangles[triangleIndex++] = vertexIndex;
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triangles[triangleIndex++] = vertexIndex + resolutionX + 1;
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triangles[triangleIndex++] = vertexIndex + 1;
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triangles[triangleIndex++] = vertexIndex + 1;
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triangles[triangleIndex++] = vertexIndex + resolutionX + 1;
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triangles[triangleIndex++] = vertexIndex + resolutionX + 2;
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}
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}
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// 创建UV坐标
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Vector2[] uvs = new Vector2[(resolutionX + 1) * (resolutionZ + 1)];
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for (int z = 0; z <= resolutionZ; z++)
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{
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for (int x = 0; x <= resolutionX; x++)
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{
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uvs[z * (resolutionX + 1) + x] = new Vector2((float)x / resolutionX, (float)z / resolutionZ);
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}
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}
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mesh.vertices = vertices;
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mesh.triangles = triangles;
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mesh.uv = uvs;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return heightMap;
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}
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//填入材质
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private void ModifyMaterial(MeshRenderer meshRenderer, float[,] heightMap)
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{
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// 设置材质
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Material mtl = new Material(Shader.Find("XWorld/XTerrain"));
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//设置_LayerTex0 _LayerTex1 _LayerTex2 _LayerTex3 和_Control贴图
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mtl.SetTexture("_LayerTex3", groundToolConfig.texGround4);
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mtl.SetTexture("_LayerTex2", groundToolConfig.texGround3);
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mtl.SetTexture("_LayerTex1", groundToolConfig.texGround2);
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mtl.SetTexture("_LayerTex0", groundToolConfig.texGround1);
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//生成一个rgba四通道的控制贴图,随机分配四种材质的混合度
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Texture2D controlTex = new Texture2D(groundToolConfig.width, groundToolConfig.length, TextureFormat.RGBA32, false);
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for (int z = 0; z <= groundToolConfig.width; z++)
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{
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for (int x = 0; x <= groundToolConfig.length; x++)
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{
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//float h1 = heightMap[x, z]/height;
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float h1 = Mathf.PerlinNoise(groundToolConfig.randOffset + z * groundToolConfig.perlinScale, groundToolConfig.randOffset + x * groundToolConfig.perlinScale);
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float h2 = Mathf.PerlinNoise(groundToolConfig.randOffset + 107 + z * groundToolConfig.perlinScale, groundToolConfig.randOffset + 107 + x * groundToolConfig.perlinScale);
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Color coefficients = new Color(0, 0, 0, 0);
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float perlinValue = h1 * (1 - groundToolConfig.randJitter) + h2 * groundToolConfig.randJitter;
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float p;
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float Split12 = (groundToolConfig.matSplit1 + groundToolConfig.matSplit2)/2.0f;
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float Split23 = (groundToolConfig.matSplit3 + groundToolConfig.matSplit2) / 2.0f; ;
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// 确定主导纹理区间
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if (perlinValue < Split12)//0.33f)//
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{
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if (perlinValue < groundToolConfig.matSplit1)
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{
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p = 0.5f - Mathf.Pow((groundToolConfig.matSplit1 - perlinValue) / groundToolConfig.matSplit1, groundToolConfig.power)*0.5f;
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// 纹理0主导:R通道为主,平滑过渡到纹理1
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coefficients.r = 1.0f - p;
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coefficients.g = p;
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}
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else
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{
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p = 0.5f + Mathf.Pow((perlinValue - groundToolConfig.matSplit1) / (Split12 - groundToolConfig.matSplit1), groundToolConfig.power)*0.5f;
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coefficients.r = 1.0f - p;
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coefficients.g = p;
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}
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//p = Mathf.Pow(perlinValue / groundToolConfig.matSplit1, groundToolConfig.power);
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//// 纹理1主导:R通道为主,平滑过渡到纹理2
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//coefficients.r = 1.0f - p;
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//coefficients.g = p;
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}
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else if (perlinValue < Split23)//0.66f)//
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{
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if(perlinValue < groundToolConfig.matSplit2)
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{
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p = 0.5f - Mathf.Pow(((groundToolConfig.matSplit2 - perlinValue) / (groundToolConfig.matSplit2 - Split12)), groundToolConfig.power)*0.5f;
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}
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else
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{
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p = 0.5f + Mathf.Pow(((perlinValue - groundToolConfig.matSplit2) / (Split23 - groundToolConfig.matSplit2)), groundToolConfig.power)*0.5f;
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}
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coefficients.g = 1.0f - p;
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coefficients.b = p;
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//p = Mathf.Pow(((perlinValue - groundToolConfig.matSplit1) / (groundToolConfig.matSplit2 - groundToolConfig.matSplit1)), groundToolConfig.power);
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//// 纹理2主导:G通道为主,平滑过渡到相邻纹理
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//coefficients.g = 1.0f - p;
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//coefficients.b = p;
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}
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else
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{
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if(perlinValue < groundToolConfig.matSplit3)
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{
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p = 0.5f - Mathf.Pow(((groundToolConfig.matSplit3 - perlinValue) / (groundToolConfig.matSplit3 - Split23)), groundToolConfig.power)*0.5f;
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}
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else
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{
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p = 0.5f + Mathf.Pow(((perlinValue - groundToolConfig.matSplit3) / (1.0f - groundToolConfig.matSplit3)), groundToolConfig.power)*0.5f;
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}
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coefficients.b = 1.0f - p;
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coefficients.a = p;
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//p = Mathf.Pow(((perlinValue - groundToolConfig.matSplit2) / (1.0f - groundToolConfig.matSplit2)), groundToolConfig.power);
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//// 纹理3主导:B通道为主
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//coefficients.b = 1.0f - p;
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//coefficients.a = p;
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}
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controlTex.SetPixel(z, x, coefficients);
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}
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}
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controlTex.Apply();
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mtl.SetTexture("_Control", controlTex);
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meshRenderer.material = mtl;
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}
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|
||||
public float[,] GenerateHeightMap(int x, int z, float heightScale = 1f, float PerlinScale = 0.01f)
|
||||
{
|
||||
float[,] heightMap = new float[x + 1, z + 1];
|
||||
//生成一个N分之一宽和高的高度图
|
||||
int N = 16;
|
||||
int quarterX = x / N;
|
||||
int quarterZ = z / N;
|
||||
float[,] quarterHeightMap = new float[quarterX + 1, quarterZ + 1];
|
||||
//for (int i = 0; i <= quarterX; i++)
|
||||
//{
|
||||
// for (int j = 0; j <= quarterZ; j++)
|
||||
// {
|
||||
// quarterHeightMap[i, j] = Mathf.PerlinNoise(randOffset + i * 0.1f, randOffset + j * 0.1f) * heightScale*2;
|
||||
// }
|
||||
//}
|
||||
//将四分之一高度图叠加到总的高度图上
|
||||
int f33 = 0, f66 = 0, f100 = 0;
|
||||
for (int i = 0; i <= x; i++)
|
||||
{
|
||||
for (int j = 0; j <= z; j++)
|
||||
{
|
||||
//heightMap[i, j] = Mathf.PerlinNoise(i * 0.1f, j * 0.1f) * heightScale + quarterHeightMap[i / N, j / N];
|
||||
//heightMap[i, j] = quarterHeightMap[i / N, j / N];
|
||||
float h1 = Mathf.PerlinNoise(groundToolConfig.randOffset + i * PerlinScale, groundToolConfig.randOffset + j * PerlinScale) * heightScale;
|
||||
float h2 = Mathf.PerlinNoise(groundToolConfig.randOffset + i * PerlinScale * groundToolConfig.groundIncline, groundToolConfig.randOffset + j * PerlinScale * groundToolConfig.groundIncline) * heightScale;
|
||||
heightMap[i, j] = h1 > h2? h1 : h2;
|
||||
if (h2 < 0.33f)
|
||||
{
|
||||
f33++;
|
||||
}
|
||||
else if (h2 < 0.66f)
|
||||
{
|
||||
f66++;
|
||||
}
|
||||
else if (h2 <= 1.0f)
|
||||
{
|
||||
f100++;
|
||||
}
|
||||
}
|
||||
}
|
||||
Debug.Log($"TotalCount: {f33}, {f66}, {f100}");
|
||||
return heightMap;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user