在 Unity3D 中,我正在学习 tilemap 教程。但是,UV 布局出现奇怪。我怎样才能解决这个问题?
In Unity3D, I am following a tilemap tutorial. However, the UV layout is coming out strange. How can I fix this?
我正在学习本教程集:https://www.youtube.com/watch?v=owBt9SNKXCI&index=6&list=PLbghT7MmckI4qGA0Wm_TZS8LVrqS47I9R 以动态构建图块地图布局。它在一定程度上起作用,但它会生成一个非常奇怪的布局,其中包含 128 x 128 大小的图块。
很明显,奇怪的分区不应该发生,但我似乎无法追踪导致它的原因。这是我的代码版本,与 quill18creates 的版本基本相同,只有一些小差异:
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class TileMap : MonoBehaviour {
public int size_x = 100;
public int size_z = 50;
public float tileSize = 1.0f;
public Texture2D terrainTiles;
int tileResolution = 128;
// Use this for initialization
void Start () {
BuildMesh();
}
Color[][] ChopUpTiles() {
int numTilesPerRow = terrainTiles.width / tileResolution;
int numRows = terrainTiles.height / tileResolution;
Color[][] tiles = new Color[numTilesPerRow*numRows][];
for(int y=0; y < numRows; y++) {
for(int x=0; x < numTilesPerRow; x++) {
tiles[y * numTilesPerRow + x] = terrainTiles.GetPixels( x*tileResolution , y*tileResolution, tileResolution, tileResolution );
}
}
return tiles;
}
void BuildTexture() {
//DTileMap map = new DTileMap(size_x, size_z);
int texWidth = size_x * tileResolution;
int texHeight = size_z * tileResolution;
Texture2D texture = new Texture2D(texWidth, texHeight);
Color[][] tiles = ChopUpTiles();
for(int y=0; y < size_z; y++) {
for(int x=0; x < size_x; x++) {
Color[] p = tiles[Mathf.RoundToInt(Random.Range(0, 5))];
texture.SetPixels(x * tileResolution, y * tileResolution, tileResolution, tileResolution, p);
}
}
//texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
texture.Apply();
MeshRenderer mesh_renderer = GetComponent<MeshRenderer>();
mesh_renderer.sharedMaterials[0].mainTexture = texture;
}
public void BuildMesh() {
int numTiles = size_x * size_z;
int numTris = numTiles * 2;
int vsize_x = size_x + 1;
int vsize_z = size_z + 1;
int numVerts = vsize_x * vsize_z;
// Generate the mesh data
Vector3[] vertices = new Vector3[ numVerts ];
Vector3[] normals = new Vector3[numVerts];
Vector2[] uv = new Vector2[numVerts];
int[] triangles = new int[ numTris * 3 ];
int x, z;
for(z=0; z < vsize_z; z++) {
for(x=0; x < vsize_x; x++) {
vertices[ z * vsize_x + x ] = new Vector3( x*tileSize, 0, -z*tileSize );
normals[ z * vsize_x + x ] = Vector3.up;
uv[ (z * vsize_x) + x ] = new Vector2( (float)x / size_x, (float)z / size_z );
}
}
Debug.Log ("Done Verts!");
for(z=0; z < size_z; z++) {
for(x=0; x < size_x; x++) {
int squareIndex = z * size_x + x;
int triOffset = squareIndex * 6;
triangles[triOffset + 0] = z * vsize_x + x + 0;
triangles[triOffset + 2] = z * vsize_x + x + vsize_x + 0;
triangles[triOffset + 1] = z * vsize_x + x + vsize_x + 1;
triangles[triOffset + 3] = z * vsize_x + x + 0;
triangles[triOffset + 5] = z * vsize_x + x + vsize_x + 1;
triangles[triOffset + 4] = z * vsize_x + x + 1;
}
}
// Create a new Mesh and populate with the data
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uv;
// Assign our mesh to our filter/renderer/collider
MeshFilter mesh_filter = GetComponent<MeshFilter>();
MeshCollider mesh_collider = GetComponent<MeshCollider>();
mesh_filter.mesh = mesh;
mesh_collider.sharedMesh = mesh;
BuildTexture();
}
}
我不明白图像中的确切部分有问题,但我认为是相同的图块混在一起了。
我试过你的代码,对我来说效果很好。但我想以下部分可能会导致您出现混为一谈的问题:
Color[] p = tiles[Mathf.RoundToInt(Random.Range(0, 5))];
你应该这样做:
Color[] p = tiles[Random.Range(0, 5)];
因为,反过来说,Random 正在生成浮点数,并且它们可能彼此接近,将它们四舍五入为整数会给出相同的图块。试试看。
另外提醒一下,确保纹理的宽度和高度可以被 128 整除。
嗯,肯定是尺寸问题,但定位也有问题。瓦片必须从左下角开始,坐标系才能找到它们。
我正在学习本教程集:https://www.youtube.com/watch?v=owBt9SNKXCI&index=6&list=PLbghT7MmckI4qGA0Wm_TZS8LVrqS47I9R 以动态构建图块地图布局。它在一定程度上起作用,但它会生成一个非常奇怪的布局,其中包含 128 x 128 大小的图块。
很明显,奇怪的分区不应该发生,但我似乎无法追踪导致它的原因。这是我的代码版本,与 quill18creates 的版本基本相同,只有一些小差异:
using UnityEngine;
using System.Collections;
[ExecuteInEditMode]
public class TileMap : MonoBehaviour {
public int size_x = 100;
public int size_z = 50;
public float tileSize = 1.0f;
public Texture2D terrainTiles;
int tileResolution = 128;
// Use this for initialization
void Start () {
BuildMesh();
}
Color[][] ChopUpTiles() {
int numTilesPerRow = terrainTiles.width / tileResolution;
int numRows = terrainTiles.height / tileResolution;
Color[][] tiles = new Color[numTilesPerRow*numRows][];
for(int y=0; y < numRows; y++) {
for(int x=0; x < numTilesPerRow; x++) {
tiles[y * numTilesPerRow + x] = terrainTiles.GetPixels( x*tileResolution , y*tileResolution, tileResolution, tileResolution );
}
}
return tiles;
}
void BuildTexture() {
//DTileMap map = new DTileMap(size_x, size_z);
int texWidth = size_x * tileResolution;
int texHeight = size_z * tileResolution;
Texture2D texture = new Texture2D(texWidth, texHeight);
Color[][] tiles = ChopUpTiles();
for(int y=0; y < size_z; y++) {
for(int x=0; x < size_x; x++) {
Color[] p = tiles[Mathf.RoundToInt(Random.Range(0, 5))];
texture.SetPixels(x * tileResolution, y * tileResolution, tileResolution, tileResolution, p);
}
}
//texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
texture.Apply();
MeshRenderer mesh_renderer = GetComponent<MeshRenderer>();
mesh_renderer.sharedMaterials[0].mainTexture = texture;
}
public void BuildMesh() {
int numTiles = size_x * size_z;
int numTris = numTiles * 2;
int vsize_x = size_x + 1;
int vsize_z = size_z + 1;
int numVerts = vsize_x * vsize_z;
// Generate the mesh data
Vector3[] vertices = new Vector3[ numVerts ];
Vector3[] normals = new Vector3[numVerts];
Vector2[] uv = new Vector2[numVerts];
int[] triangles = new int[ numTris * 3 ];
int x, z;
for(z=0; z < vsize_z; z++) {
for(x=0; x < vsize_x; x++) {
vertices[ z * vsize_x + x ] = new Vector3( x*tileSize, 0, -z*tileSize );
normals[ z * vsize_x + x ] = Vector3.up;
uv[ (z * vsize_x) + x ] = new Vector2( (float)x / size_x, (float)z / size_z );
}
}
Debug.Log ("Done Verts!");
for(z=0; z < size_z; z++) {
for(x=0; x < size_x; x++) {
int squareIndex = z * size_x + x;
int triOffset = squareIndex * 6;
triangles[triOffset + 0] = z * vsize_x + x + 0;
triangles[triOffset + 2] = z * vsize_x + x + vsize_x + 0;
triangles[triOffset + 1] = z * vsize_x + x + vsize_x + 1;
triangles[triOffset + 3] = z * vsize_x + x + 0;
triangles[triOffset + 5] = z * vsize_x + x + vsize_x + 1;
triangles[triOffset + 4] = z * vsize_x + x + 1;
}
}
// Create a new Mesh and populate with the data
Mesh mesh = new Mesh();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.normals = normals;
mesh.uv = uv;
// Assign our mesh to our filter/renderer/collider
MeshFilter mesh_filter = GetComponent<MeshFilter>();
MeshCollider mesh_collider = GetComponent<MeshCollider>();
mesh_filter.mesh = mesh;
mesh_collider.sharedMesh = mesh;
BuildTexture();
}
}
我不明白图像中的确切部分有问题,但我认为是相同的图块混在一起了。 我试过你的代码,对我来说效果很好。但我想以下部分可能会导致您出现混为一谈的问题:
Color[] p = tiles[Mathf.RoundToInt(Random.Range(0, 5))];
你应该这样做:
Color[] p = tiles[Random.Range(0, 5)];
因为,反过来说,Random 正在生成浮点数,并且它们可能彼此接近,将它们四舍五入为整数会给出相同的图块。试试看。 另外提醒一下,确保纹理的宽度和高度可以被 128 整除。
嗯,肯定是尺寸问题,但定位也有问题。瓦片必须从左下角开始,坐标系才能找到它们。