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在制作地形的时候通常是直接刷出整个地形,但是在实际使用中也许地形过大,我们不能直接把整个地形完全加载,这样对内存的消耗很高,所以有时需要一小块一小块的加载地形.这时就需要把制作好的地形分割成几块后,再来动态加载.
首先我制作了一个完整的地形,如下图:
直接上分割地形的代码
public class TerrainSlicing : Editor { public static string TerrainSavePath = "Assets/Resources/" + TerrainLoad.TERRAIN_PATH; //分割大小 public static int SLICING_SIZE = 4; //开始分割地形 [MenuItem("Terrain/Slicing")] private static void Slicing() { Terrain terrain = GameObject.FindObjectOfType<Terrain>(); if (terrain == null) { Debug.LogError("找不到地形!"); return; } if (Directory.Exists(TerrainSavePath)) Directory.Delete(TerrainSavePath, true); Directory.CreateDirectory(TerrainSavePath); TerrainData terrainData = terrain.terrainData; //这里我分割的宽和长度是一样的.这里求出循环次数,TerrainLoad.SIZE要生成的地形宽度,长度相同 //高度地图的分辨率只能是2的N次幂加1,所以SLICING_SIZE必须为2的N次幂 SLICING_SIZE = (int)terrainData.size.x / TerrainLoad.SIZE; Vector3 oldSize = terrainData.size; //得到新地图分辨率 int newHeightmapResolution = (terrainData.heightmapResolution - 1) / SLICING_SIZE; int newAlphamapResolution = terrainData.alphamapResolution / SLICING_SIZE; int newbaseMapResolution = terrainData.baseMapResolution / SLICING_SIZE; SplatPrototype[] splatProtos = terrainData.splatPrototypes; //循环宽和长,生成小块地形 for (int x = 0; x < SLICING_SIZE; ++x) { for (int y = 0; y < SLICING_SIZE; ++y) { //创建资源 TerrainData newData = new TerrainData(); string terrainName = TerrainSavePath + TerrainLoad.TERRAIN_NAME + y+ "_" + x + ".asset"; AssetDatabase.CreateAsset(newData, TerrainSavePath + TerrainLoad.TERRAIN_NAME + y + "_" + x + ".asset"); EditorUtility.DisplayProgressBar("正在分割地形", terrainName, (float)(x * SLICING_SIZE + y) / (float)(SLICING_SIZE * SLICING_SIZE)); //设置分辨率参数 newData.heightmapResolution = (terrainData.heightmapResolution - 1) / SLICING_SIZE; newData.alphamapResolution = terrainData.alphamapResolution / SLICING_SIZE; newData.baseMapResolution = terrainData.baseMapResolution / SLICING_SIZE; //设置大小 newData.size = new Vector3(oldSize.x / SLICING_SIZE, oldSize.y, oldSize.z / SLICING_SIZE); //设置地形原型 SplatPrototype[] newSplats = new SplatPrototype[splatProtos.Length]; for (int i = 0; i < splatProtos.Length; ++i) { newSplats[i] = new SplatPrototype(); newSplats[i].texture = splatProtos[i].texture; newSplats[i].tileSize = splatProtos[i].tileSize; float offsetX = (newData.size.x * x) % splatProtos[i].tileSize.x + splatProtos[i].tileOffset.x; float offsetY = (newData.size.z * y) % splatProtos[i].tileSize.y + splatProtos[i].tileOffset.y; newSplats[i].tileOffset = new Vector2(offsetX, offsetY); } newData.splatPrototypes = newSplats; //设置混合贴图 float[,,] alphamap = new float[newAlphamapResolution, newAlphamapResolution, splatProtos.Length]; alphamap = terrainData.GetAlphamaps(x * newData.alphamapWidth, y * newData.alphamapHeight, newData.alphamapWidth, newData.alphamapHeight); newData.SetAlphamaps(0, 0, alphamap); //设置高度 int xBase = terrainData.heightmapWidth / SLICING_SIZE; int yBase = terrainData.heightmapHeight / SLICING_SIZE; float[,] height = terrainData.GetHeights(xBase * x, yBase * y, xBase + 1, yBase + 1); newData.SetHeights(0, 0, height); } } EditorUtility.ClearProgressBar(); } }
分割地形的操作肯定是在Editor模式下,所以这里我就直接使用Unity的Editor扩展了,直接添加进MenuItem.
然后分割后动态加载地形,这里我的整张地形宽度为1200,长度也是1200.分割出来的小块地形为300,所以我一共创建了16个小地形.现在来看看动态加载的效果
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