最近工作中遇到一个需求,需要在地形上随机生成对应的植被,需要对地形就行解析。
1.对地形的贴图的解析
需要把对应坐标在Terrain Layer成分获取到
2.计算出对应坐标中Terrain Layer占比最大的成分当作当前坐标的主要成分,例如草地,湿地
Vector3 terrainLocalPos = new Vector3(x,0,z) - TestTerrain.transform.position;
float texCoordX = terrainLocalPos.x / terrainData.size.x;
float texCoordZ = terrainLocalPos.z / terrainData.size.z;
var textureData = terrainData.GetAlphamaps(
(int)(texCoordX * terrainData.alphamapWidth),
(int)(texCoordZ * terrainData.alphamapHeight),
1, 1
);
float max = 0.0f;
int maxid = -1;
for (int i = 0; i < terrainData.alphamapLayers; i++)
{
if (textureData[0, 0, i] > max)
{
max = textureData[0, 0, i];
maxid = i;//成分占比最高的Layer
}
//maters[x, z, i] = textureData[0, 0, i];
}
flags[x, z] = maxid+1;
3.在对应的高度生成对应的植被
for (int z = 0; z < zz; z++)
{
for (int x = 0; x < xx; x++)
{
if (flags[x, z] != 0)
{
GameObject go = Instantiate(gameObjects[flags[x, z]]);
//获取当前地形的高度,使生成的物体和地形贴合
float yyy= Terrain.activeTerrain.SampleHeight(new Vector3(x, 0, z));
go.transform.position = new Vector3(x, yyy, z);
}
}
}