Unity3d 保存和使用地形高度
TerrainHeightProcesser 地形高度存储工具
TerrainHeightData 地形高度数据
using UnityEngine;
using System.Collections;
using System.IO;
using UnityEditor;
using System.Collections.Generic;
/*
* 地形高度处理器
*/
public class TerrainHeightProcesser : ScriptableWizard
{
public int mapWdith;
public int mapHeight;
[MenuItem("Tools/Save Terrain Height File")]
public static void OpenDialog()
{
DisplayWizard<TerrainHeightProcesser>("Save Terrain Height", "Save", "Cancel");
}
public void SaveTerrainHeightFile()
{
//以每米为间隔从高空向下发射射线
Vector3 pos = Vector3.zero;
pos.y = 100;
Ray ray = new Ray(pos, -Vector3.up);
Vector3 targetPos = Vector3.zero;
//创建一个对象
TerrainHeightData th = ScriptableObject.CreateInstance<TerrainHeightData>();
th.MapWidth = mapWdith;
th.MapHeight = mapHeight;
th.List = new List<float>();
//纵向
for (short i = 0; i < mapHeight; i++)
{
pos.z = i;
//横向
for (short j = 0; j < mapWdith; j++)
{
targetPos = Vector3.zero;//默认zero
pos.x = j;
ray.origin = pos;
RaycastHit result;
if (Physics.Raycast(ray, out result))
{
targetPos = result.point;
}
th.List.Add(targetPos.y);
}
}
//计算file name
string sceneName = UnityEditor.EditorApplication.currentScene;
int start = sceneName.LastIndexOf('/') + 1;
int count = sceneName.LastIndexOf('.')-start;
sceneName = sceneName.Substring(start, count);
string path = "Assets/ArtAsset/TerrainHeightData/" + sceneName + ".asset";
//保存
AssetDatabase.CreateAsset(th, path);
AssetDatabase.Refresh();
string str = string.Empty;
str += "mapHeight=" + mapHeight.ToString() + " ";
str += "mapWdith=" + mapWdith.ToString();
EditorUtility.DisplayDialog("SUCCESS", "file:" + path + "\n" + str, "OK");
}
void OnWizardCreate()
{
SaveTerrainHeightFile();
}
void OnWizardOtherButton()
{
Close();
}
}
//TerrainHeightData
using UnityEngine;
using System.Collections;
using System.IO;
using System.Collections.Generic;
public class TerrainHeightData : ScriptableObject
{
[SerializeField]
public int MapWidth = 0;
[SerializeField]
public int MapHeight = 0;
[SerializeField]
public List<float> List;
public float GetTerrainHeight(float x,float z)
{
int w = (int)Mathf.Floor(x);
int h = (int)Mathf.Floor(z);
if (w < 0 || w >= MapWidth || h < 0 || h >= MapHeight)
return 0.0f;
int idx = h*MapWidth+w;
if (idx < 0 || idx >= MapWidth * MapHeight || idx >= List.Count)
return 0.0f;
return List[idx];
}
}