【发布时间】:2015-04-17 19:06:54
【问题描述】:
所以我一直在尝试使用代码生成地形,但遇到了一个问题。当我分配 heightmapResolution 时,我的地形大小会增加两倍的幂。
例如,如果我的 heightmapResolution 为 513,那么我的地形大小将增加 16 倍。如果我的 heightmapResolution 为 257,那么我的地形大小将增加 8 倍。
据我了解(我也已阅读此内容),heightmapResolution 不应影响地形的大小。
我必须强调,尺寸增加只发生在 X 和 Z 轴。高度保持不变。
/// <summary>
/// Gets the terrain data either from memory if its loaded, from disk if it isnt, or generates a new one of neither of those are available.
/// </summary>
/// <value>The terrain data.</value>
public static TerrainData terrainData {
get {
TerrainData terrainData = new TerrainData();
if(isTerrainLoaded){
//Debug.Log("terrainData is already loaded, returning it!");
return(loadedTerrainData);
}
else if(Resources.Load("terrainData") != null && !generateNewTerrain){
terrainData = Resources.Load("terrainData") as TerrainData;
Debug.Log("Read terrainData from disk!");
}
else{
Debug.Log("No terrainData found on disk, generating a new random one...");
terrainData.size = new Vector3(width, height - sandBaseHeight, length);
Debug.Log ("Original terrain size: " + terrainData.size);
terrainData.heightmapResolution = heightmapResolution;
Debug.Log ("Bigger terrain size: " + terrainData.size);
terrainData.baseMapResolution = baseMapResolution;
terrainData.SetDetailResolution((int)detailResolution.x, (int)detailResolution.y); //(int) because data is stored in a Vector2 which is float
terrainData.alphamapResolution = aplhaMapResolution;
float[,] heights = new float[terrainData.heightmapWidth,terrainData.heightmapHeight];
Vector2 randomLocation; //for perlin noise
randomLocation.x = Random.Range(-10000,10000); //that is hopefully enough
randomLocation.y = Random.Range(-10000,10000);
for (int x = 0; x < terrainData.heightmapWidth; x++) {
for (int z = 0; z < terrainData.heightmapWidth; z++) {
heights[x,z] = Mathf.PerlinNoise(randomLocation.x + (float)x/scale, randomLocation.y + (float)z/scale);
}
}
terrainData.SetHeights (0, 0, heights);
terrainData.splatPrototypes = splatTextures;
AssetDatabase.CreateAsset(terrainData,"Assets/Resources/terrainData.asset");
}
loadedTerrainData = terrainData;
return(terrainData);
}
}
这就是生成我的地形数据的集团。地形大小的变化已经在 Debug.Log 中可见(“更大的地形大小:” + terrainData.size);在我分配 heightmapResolution 之后立即。
关于为什么会发生这种情况的任何想法?
【问题讨论】:
-
你用过调试器吗?
-
我想通了,并在下面发布了我的答案。我确实使用了调试器,只是尝试了不同的东西,直到它以某种方式起作用。
-
我猜这是因为 Unity 在设置 heightmapResolution 以保持输出的实际分辨率时尝试重新缩放地形? (只是一个想法)
标签: c# unity3d terrain heightmap