为什么分配heightmapResolution会增加我的地形大小?

时间:2015-04-17 19:06:54

标签: c# unity3d terrain heightmap

所以我一直在尝试使用代码生成地形,而且我遇到了一个问题。当我指定heightmapResolution时,我的地形大小会增加2倍。

例如,如果我的heightmapResolution是513,那么我的地形大小会增加16倍。如果我的heightmapResolution是257,那么我的地形大小会增加8倍。

据我了解(我也读过这篇文章),heightmapResolution不应该影响地形的大小。

我必须强调,尺寸增加仅发生在X和Z轴上。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terrainData的bloc。在Debug.Log中已经可以看到地形大小的变化(&#34;更大的地形大小:&#34; + terrainData.size);在我指定heightmapResolution之后立即。

关于为什么会发生这种情况的任何想法?

1 个答案:

答案 0 :(得分:1)

我明白了。

在设置地形大小之前,我必须设置高度图分辨率。 这是最终的代码,按预期工作。

terrainData.heightmapResolution = heightmapResolution;
terrainData.size = new Vector3(width, height - sandBaseHeight, length);
terrainData.baseMapResolution = baseMapResolution;
terrainData.SetDetailResolution((int)detailResolution.x, (int)detailResolution.y);
terrainData.alphamapResolution = aplhaMapResolution;

Debug.Log ("Terrain size: " + terrainData.size); //Correct terrain size

希望这也有助于其他人!