Created
April 19, 2022 08:59
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生成优化过的Mesh
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/// <summary> | |
/// 生成用于扫描的纹理 | |
/// </summary> | |
private static Mesh GenNavMesh() | |
{ | |
var walkAreaList = CEVoxelMeshGreedyOptimizer.Optimize(Game.Common.Map.MapSizeX, Game.Common.Map.MapSizeY, IsSameTile, IsHaveTile); | |
var vertices = new List<Vector3>(); | |
var triangles = new List<int>(); | |
var normals = new List<Vector3>(); | |
walkAreaList.ForEach(vTile => | |
{ | |
var nowIndex = vertices.Count; | |
//V2-----V3 | |
//| | | |
//| | | |
//V0-----V1 | |
var V0 = GetPos(vTile.x, vTile.y); | |
var V1 = GetPos(vTile.x + vTile.sizeX, vTile.y); | |
var V2 = GetPos(vTile.x, vTile.y + vTile.sizeY); | |
var V3 = GetPos(vTile.x + vTile.sizeX, vTile.y + vTile.sizeY); | |
vertices.AddRange(new[] {V0, V1, V2, V3}); | |
//0-2-3,0-3-1 顺时针 | |
triangles.AddRange(new[] | |
{ | |
nowIndex, nowIndex + 2, nowIndex + 3, | |
nowIndex, nowIndex + 3, nowIndex + 1 | |
}); | |
var normalDir = Vector3.up; | |
normals.AddRange(new[] {normalDir, normalDir, normalDir, normalDir}); | |
}); | |
var mesh = new Mesh(); | |
mesh.vertices = vertices.ToArray(); | |
mesh.triangles = triangles.ToArray(); | |
mesh.normals = normals.ToArray(); | |
return mesh; | |
} | |
private static Vector3 GetPos(int _vX, int _vY) { return new Vector3(_vX * GameConst.CUBE_UNIT_SIZE, GameConst.CUBE_UNIT_SIZE, _vY * GameConst.CUBE_UNIT_SIZE); } | |
private static bool IsSameTile(int _aIndexX, int _aIndexY, int _bIndexX, int _bIndexY) { return true; } | |
private static bool IsHaveTile(int _tileX, int _tileY) | |
{ | |
if (mIsFlyUnitNav) | |
{ | |
return Game.Common.Map.Info.IsGenFlyNav(_tileX, _tileY); | |
} | |
return Game.Common.Map.Info.IsGenGroundNav(_tileX, _tileY); | |
} |
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