(一)、在地形上随机选择一个位置创建一个山峰,代码如下所示:
结果:
(二)、接下来要做的就是:得到这个位置并抓住它周围的所点并将它们全部抬起
补充编辑CustomTerrain
结果如下:我们得到一个类似圆锥的45度坡度:
如果想要更改山峰的陡峭度(斜率),添加一个voronoiFallOff变量来调节山峰陡峭度。
上述的变化是Linear线性的,是一对一的 :
我们想对山峰有更多的控制权,不仅仅是建立锥型的山峰,因此,我们需要做的是操纵坡度。
(三)、使用枚举用不同的数学函数绘制不同风格的地形
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CustomTerrain : MonoBehaviour {
public bool resetTerrain = true;
//VORONOI 生成山峰的高度限制
public float voronoiMinHeight = 0.1f;
public float voronoiMaxHeight = 0.5f;
//决定山峰斜率陡峭度变化
public float voronoiFallOff = 0.2f;
//山峰的下降
public float voronoiDropOff = 0.6f;
//枚举 线性、幂函数,sin函数以及函数结合使用
public enum VoronoiType { Linear = 0, Power = 1, SinPow = 2, Combined = 3 }
public VoronoiType voronoiType = VoronoiType.Linear;//默认是线性
//随意生成多个随机点
public int voronoiPeaks = 5;
//这个函数每次创建新的高度图时使用
float[,] GetHeightMap()
{
if (!resetTerrain)
{
return terrainData.GetHeights(0, 0, terrainData.heightmapWidth, terrainData.heightmapHeight);
}
else
return new float[terrainData.heightmapWidth, terrainData.heightmapHeight];
}
//获取地形(物体)对象
public Terrain terrain;
//TerrainData里有地形所有的数据
public TerrainData terrainData;
//每次编辑完脚本内容返回编辑器时运行后会执行此方法
private void OnEnable()
{
//初始化地形数据 先获取地形再获取本身的地形数据
terrain = gameObject.GetComponent<Terrain>();
terrainData = Terrain.activeTerrain.terrainData;
}
public void Voronoi()
{
float[,] heightMap = GetHeightMap();//获取高度图
for (int p = 0; p < voronoiPeaks; p++)
{
#region // 将在地图上选择—个随机位置peak将其随机抬起(y是地形实际高度值是0到1之间,不是高度图的深度,Z是高度图的深度)
Vector3 peak = new Vector3(UnityEngine.Random.Range(0, terrainData.heightmapWidth),
UnityEngine.Random.Range(voronoiMinHeight, voronoiMaxHeight),
UnityEngine.Random.Range(0, terrainData.heightmapHeight)
);
if (heightMap[(int)peak.x, (int)peak.z] < peak.y)//把选择的点转到高度图
heightMap[(int)peak.x, (int)peak.z] = peak.y;//把高度图中对应的该peak点的地形的高度设置成已经随机生成的高度值。
#endregion
#region 抓住它周围的所点并将它们全部抬起
Vector2 peakLocation = new Vector2(peak.x, peak.z);//高度图上的peak点位置
// maxDistance 是高度图对角线长度,是定值,也是高度图任意两点之间距离最长的线段
float maxDistance = Vector2.Distance(new Vector2(0, 0), new Vector2(terrainData.heightmapWidth, terrainData.heightmapHeight));
for (int y = 0; y < terrainData.heightmapHeight; y++)
{
for (int x = 0; x < terrainData.heightmapWidth; x++)
{
if (!(x == peak.x && y == peak.z))//判断该点不是peak点进入if语句
{
//遍历整个地图,获得所有点(x,y),看每个点距离peak点有多远distanceToPeak,/maxDistance商结果是0到1,距离peak点越近比值越小
float distanceToPeak = Vector2.Distance(peakLocation, new Vector2(x, y)) / maxDistance;
float h;
//voronoiFallOff控制山峰倾斜度
if (voronoiType == VoronoiType.Combined)
{
h = peak.y - distanceToPeak * voronoiFallOff -
Mathf.Pow(distanceToPeak, voronoiDropOff); //combined
}
else if (voronoiType == VoronoiType.Power)
{
h = peak.y - Mathf.Pow(distanceToPeak, voronoiDropOff) * voronoiFallOff; //power
}
else if (voronoiType == VoronoiType.SinPow)
{
h = peak.y - Mathf.Pow(distanceToPeak * 3, voronoiFallOff) -
Mathf.Sin(distanceToPeak * 2 * Mathf.PI) / voronoiDropOff; //sinpow
}
else
{
h = peak.y - distanceToPeak * voronoiFallOff; //linear
}
if (heightMap[x, y] < h)
heightMap[x, y] = h;
}
}
}
#endregion
}
terrainData.SetHeights(0, 0, heightMap);
}
}
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(CustomTerrain))]
public class CustomTerrainEditor : Editor {
SerializedProperty resetTerrain;
SerializedProperty voronoiMinHeight;
SerializedProperty voronoiMaxHeight;
SerializedProperty voronoiFallOff;
SerializedProperty voronoiDropOff;
SerializedProperty voronoiType;
SerializedProperty voronoiPeaks;
bool showVoronoi = false;
private void OnEnable()
{
resetTerrain = serializedObject.FindProperty("resetTerrain");
voronoiMinHeight = serializedObject.FindProperty("voronoiMinHeight");
voronoiMaxHeight = serializedObject.FindProperty("voronoiMaxHeight");
voronoiFallOff = serializedObject.FindProperty("voronoiFallOff");
voronoiDropOff = serializedObject.FindProperty("voronoiDropOff");
voronoiType = serializedObject.FindProperty("voronoiType");
voronoiPeaks = serializedObject.FindProperty("voronoiPeaks");
//随机生成多个随机点
EditorGUILayout.IntSlider(voronoiPeaks, 1, 10, new GUIContent("Peak Count"));
}
//绘制编辑面板
public override void OnInspectorGUI()
{
//更新所有序列化的值
serializedObject.Update();
//获取自定义的地形属性脚本组件
CustomTerrain terrain = (CustomTerrain)target;
EditorGUILayout.PropertyField(resetTerrain);
#region
showVoronoi = EditorGUILayout.Foldout(showVoronoi, "Voronoi");
if (showVoronoi)
{
EditorGUILayout.Slider(voronoiMinHeight, 0, 1, new GUIContent("Min Height"));
EditorGUILayout.Slider(voronoiMaxHeight, 0, 1, new GUIContent("Max Height"));
EditorGUILayout.Slider(voronoiFallOff, 0, 10, new GUIContent("Falloff"));
EditorGUILayout.Slider(voronoiDropOff, 0, 10, new GUIContent("Dropoff"));
EditorGUILayout.PropertyField(voronoiType);
if (GUILayout.Button("Voronoi"))
{
terrain.Voronoi();
}
}
#endregion
//应用发生的所有更改
serializedObject.ApplyModifiedProperties();
}
}
结果如下,可以自行调试测试看下效果: