本篇将继续上篇的内容,对导出的数据进行读取,并还原编辑的区域块,效果如下所示:
1.读取导出数据
private void ReadAndCreate()
{
if (meshList.Count > 0)
{
EditorUtility.DisplayDialog("提示", "请清空所有生成的面片!", "确定");
return;
}
try
{
string filePath = outputPath + map.name + ".txt";
if (File.Exists(Path.GetFullPath(filePath)))
{
List<string> list = new List<string>(File.ReadAllLines(filePath));
List<Block> bList = new List<Block>();
int idx = 0;
while (idx < list.Count)
{
Block block = new Block();
if (block.linePosList == null)
{
block.linePosList = new List<Vector3>();
}
int cnt = int.Parse(list[idx]);
for (int i = idx + 1; i < idx + 1 + cnt; ++i)
{
string[] strs = list[i].Split(',');
Vector3 pos = new Vector3(float.Parse(strs[0]), float.Parse(strs[1]), float.Parse(strs[2]));
block.linePosList.Add(pos);
}
idx = idx + 1 + cnt;
bList.Add(block);
}
CreateMesh(bList);
}
}
catch (Exception ex)
{
LogMgr.LogError(ex);
}
}
2.生成区域块
根据得到的顺时针结点list, 还原编辑的区域块,当多边形为凹多边形且凹点(即角度大于180的顶点)不止一个时,需分割成多个多边形来生成mesh。若凹点只有一个,生成mesh时,将凹点作为固定点,即可生成所需mesh; 若凹点大于一个,则需要分割多边形成凸多边形或者只有一个凹点的凹多边形,所以这里牵扯到了如何利用顶点信息分割凹多边形。我的处理方法是,记录下凹点,连接两个凹点,将图形分割成两块,若两个子块满足要求则不再分割,若不满足,则重复之前操作,将不满足的子块继续分割直至满足条件。当存在两个相邻且角度大于180的顶点时,若直接连接则无法分割,所以这里和最近的非凹点连接进行强行分割。
meshList: 存储生成的区域块
private void CreateMesh(List<Block> blist)
{
for (int k = 0; k < blist.Count; ++k)
{
List<Vector3> list = blist[k].linePosList;
Vector3[] vertices = new Vector3[list.Count - 1];
bool[] IsObtuse = new bool[list.Count - 1]; //标志该顶点两边夹角是否大于180
int[] triangles = new int[3 * (list.Count - 3)];
for (int i = 0; i < list.Count - 1; ++i)
{
vertices[i] = list[i];
}
int startIdx = -1; //记录第一个角度大于180的顶点索引
for (int i = 0; i < list.Count - 1; ++i)
{
Vector3 a = list[(i + list.Count - 2) % (list.Count - 1)] - list[i];
Vector3 b = list[(i + 1) % (list.Count - 1)] - list[i];
if (Vector3.Cross(a.normalized, b.normalized).y > 0) //顺时针编辑顶点,故可如此判断
{
IsObtuse[i] = true;
if (startIdx == -1)
{
startIdx = i;
}
}
else
{
IsObtuse[i] = false;
}
}
startIdx = startIdx > 0 ? startIdx : 0;
Queue<int> queue = new Queue<int>(); //顶点队列
for (int i = 0; i < list.Count - 1; ++i)
{
queue.Enqueue((startIdx + i) % (list.Count - 1));
}
int flagCnt = 0;
int tIdx = 0;
int lastIdx = -1;
List<int> vlist = new List<int>();
while (queue.Count > 0)
{
int idx = queue.Dequeue();
if (IsObtuse[idx])
{
if (vlist.Count > 0 && flagCnt == 0) //若存在顶点角度大于180,保证vlist[0]顶点角度大于180
{
for (int q = 0; q < vlist.Count; q++)
{
queue.Enqueue(vlist[q]);
}
vlist.Clear();
}
queue.Enqueue(idx);
IsObtuse[idx] = false;
++flagCnt;
if (flagCnt == 1)
{
lastIdx = idx;
}
else if (Math.Abs(idx - lastIdx) == 1) //相邻凹点处理, 进行强行分割
{
if (vlist.Count == 1) //连续两个凹点,则移除并重置第一个凹点
{
IsObtuse[lastIdx] = true;
vlist.Clear();
flagCnt = 1;
lastIdx = idx;
}
else if(queue.Count == 2) //第二个凹点是绕了一圈后的点,理论上来说queue.Count = 2,这里就是加个保护
{
Vector3 a = list[idx] - list[lastIdx];
Vector3 b = list[(lastIdx + 2) % (list.Count - 1)] - list[lastIdx];
if (Vector3.Cross(a.normalized, b.normalized).y > 0)
{
IsObtuse[lastIdx] = true;
}
IsObtuse[idx] = true;
int aver = vlist[1];
int bver = vlist[2];
vlist.RemoveAt(1);
queue.Clear();
queue.Enqueue(lastIdx);
queue.Enqueue(aver);
queue.Enqueue(bver);
}
}
else
{
//连接两个满足要求的顶点(故连续的两个角度大于180的图形不能处理),对多边形进行分割,并重新标记被分割的顶点
Vector3 a = list[(lastIdx - 1) % (list.Count - 1)] - list[lastIdx];
Vector3 b = list[idx] - list[lastIdx];
if (Vector3.Cross(a.normalized, b.normalized).y > 0)
{
IsObtuse[lastIdx] = true;
}
a = list[lastIdx] - list[idx];
b = list[(idx + 1) % (list.Count - 1)] - list[idx];
if (Vector3.Cross(a.normalized, b.normalized).y > 0)
{
IsObtuse[idx] = true;
}
}
}
vlist.Add(idx);
if (flagCnt > 0 && flagCnt % 2 == 0 || queue.Count == 0)
{
//若最后只剩一个角度大于180的顶点,则移除开始时的重复添加
if (flagCnt == 1 && queue.Count == 0)
{
vlist.RemoveAt(0);
}
for (int i = 0; i < vlist.Count - 2; ++i)
{
triangles[3 * (i + tIdx)] = vlist[vlist.Count - 1];//固定第一个点
triangles[3 * (i + tIdx) + 1] = vlist[i];
triangles[3 * (i + tIdx) + 2] = vlist[i + 1];
}
tIdx += (vlist.Count - 2);
flagCnt = 0;
lastIdx = -1;
vlist.Clear();
}
}
GameObject target = new GameObject();
target.name = "BlockMesh_" + k;
target.transform.position = new Vector3(0, 30, 0);
MeshFilter filter = target.AddComponent<MeshFilter>();
target.AddComponent<MeshRenderer>();
Material material = new Material(Shader.Find("Diffuse"));
material.color = blockColors[k % 9];
target.GetComponent<MeshRenderer>().material = material;
Mesh mesh = new Mesh();
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
List<Color> colors = new List<Color>();
for (int i = 0; i < mesh.vertexCount; ++i)
{
colors.Add(blockColors[k % 9]);
}
mesh.SetColors(colors);
//mesh.uv = GetComponent<MeshFilter>().sharedMesh.uv;
mesh.name = "mesh";
mesh.RecalculateNormals();
mesh.RecalculateBounds();
filter.sharedMesh = mesh;
meshList.Add(target);
}
}
当前方法我进行了测试还木发现什么问题,有可能我测试不足,或者有什么思考不足的方面,如果发现此方法有问题,欢迎大家指出。
源码地址:https://github.com/gtgt154/MapSplit