【Unity3D】Unity3D开发《我的世界》之六、创建地形(视频 + 源码)

转载请注明出处:http://www.cnblogs.com/shamoyuu/p/unity_minecraft_06.html

一、引入LibNoise

虽然Unity3D里也有一个Mathf.PerlinNoise,但是只能是2D的,这个可以生成3D的柏林噪音

https://github.com/ricardojmendez/LibNoise.Unity

二、创建GameManager对象

这个对象很简单,就是用来管理随机数种子

using System;
using UnityEngine; public class GameManager : MonoBehaviour
{
public static int randomSeed; void Awake()
{
//让默认的随机数种子为当前的时间戳
TimeSpan timeSpan = DateTime.UtcNow - new DateTime(, , , , , , );
randomSeed = (int)timeSpan.TotalSeconds;
}
}

三、创建Terrain对象

这个对象就是负责生成地形的,我们这里只是简单地通过世界坐标来获取一个噪音的值,然后通过这个值判断这个坐标上是什么方块。

using LibNoise;
using LibNoise.Generator;
using Soultia.Util;
using UnityEngine; public class Terrain : MonoBehaviour
{
//通过方块的世界坐标获取它的方块类型
public static byte GetTerrainBlock(Vector3i worldPosition)
{
//LibNoise噪音对象
Perlin noise = new LibNoise.Generator.Perlin(1f, 1f, 1f, , GameManager.randomSeed, QualityMode.High); //为随机数指定种子,这样每次随机的都是同样的值
Random.InitState(GameManager.randomSeed);
//因为柏林噪音在(0,0)点是上下左右对称的,所以我们设置一个很远很远的地方作为新的(0,0)点
Vector3 offset = new Vector3(Random.value * , Random.value * , Random.value * ); float noiseX = Mathf.Abs((worldPosition.x + offset.x) / );
float noiseY = Mathf.Abs((worldPosition.y + offset.y) / );
float noiseZ = Mathf.Abs((worldPosition.z + offset.z) / );
double noiseValue = noise.GetValue(noiseX, noiseY, noiseZ); noiseValue += ( - worldPosition.y) / 15f;
noiseValue /= worldPosition.y / 5f; if (noiseValue > 0.5f)
{
return ;
} return ;
}
}

四、修改PlayerController,添加Y轴的Chunk生成

using Soultia.Util;
using Soultia.Voxel;
using UnityEngine; public class PlayerController : MonoBehaviour
{
//视线范围
public int viewRange = ; void Update()
{
for (float x = transform.position.x - Chunk.width * ; x < transform.position.x + Chunk.width * ; x += Chunk.width)
{
for (float y = transform.position.y - Chunk.height * ; y < transform.position.y + Chunk.height * ; y += Chunk.height)
{
//Y轴上是允许最大16个Chunk,方块高度最大是256
if (y <= Chunk.height * && y > )
{
for (float z = transform.position.z - Chunk.width * ; z < transform.position.z + Chunk.width * ; z += Chunk.width)
{
int xx = Chunk.width * Mathf.FloorToInt(x / Chunk.width);
int yy = Chunk.height * Mathf.FloorToInt(y / Chunk.height);
int zz = Chunk.width * Mathf.FloorToInt(z / Chunk.width);
if (!Map.instance.ChunkExists(xx, yy, zz))
{
Map.instance.CreateChunk(new Vector3i(xx, yy, zz));
}
}
}
}
}
}
}

五、修改Chunk对象

1.修改CreateMap方法来通过噪音生成地形

2.修改Chunk生成地形的方法

using Soultia.Util;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; namespace Soultia.Voxel
{
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshCollider))]
public class Chunk : MonoBehaviour
{
public static int width = ;
public static int height = ; public byte[,,] blocks;
public Vector3i position; private Mesh mesh; //面需要的点
private List<Vector3> vertices = new List<Vector3>();
//生成三边面时用到的vertices的index
private List<int> triangles = new List<int>();
//所有的uv信息
private List<Vector2> uv = new List<Vector2>();
//uv贴图每行每列的宽度(0~1),这里我的贴图是32×32的,所以是1/32
public static float textureOffset = / 32f;
//让UV稍微缩小一点,避免出现它旁边的贴图
public static float shrinkSize = 0.001f; //当前Chunk是否正在生成中
public static bool isWorking = false;
private bool isFinished = false; void Start()
{
position = new Vector3i(this.transform.position);
if (Map.instance.ChunkExists(position))
{
Debug.Log("此方块已存在" + position);
Destroy(this);
}
else
{
Map.instance.chunks.Add(position, this.gameObject);
this.name = "(" + position.x + "," + position.y + "," + position.z + ")";
//StartFunction();
}
} void Update()
{
if (isWorking == false && isFinished == false)
{
isFinished = true;
StartFunction();
}
} void StartFunction()
{
isWorking = true;
mesh = new Mesh();
mesh.name = "Chunk"; StartCoroutine(CreateMap());
} IEnumerator CreateMap()
{
blocks = new byte[width, height, width];
for (int x = ; x < Chunk.width; x++)
{
for (int y = ; y < Chunk.height; y++)
{
for (int z = ; z < Chunk.width; z++)
{
byte blockid = Terrain.GetTerrainBlock(new Vector3i(x, y, z) + position);
if (blockid == && Terrain.GetTerrainBlock(new Vector3i(x, y + , z) + position) == )
{
blocks[x, y, z] = ;
}
else
{
blocks[x, y, z] = Terrain.GetTerrainBlock(new Vector3i(x, y, z) + position);
}
}
}
} yield return null;
StartCoroutine(CreateMesh());
} IEnumerator CreateMesh()
{
vertices.Clear();
triangles.Clear(); //把所有面的点和面的索引添加进去
for (int x = ; x < Chunk.width; x++)
{
for (int y = ; y < Chunk.height; y++)
{
for (int z = ; z < Chunk.width; z++)
{
//获取当前坐标的Block对象
Block block = BlockList.GetBlock(this.blocks[x, y, z]);
if (block == null) continue; if (IsBlockTransparent(x + , y, z))
{
AddFrontFace(x, y, z, block);
}
if (IsBlockTransparent(x - , y, z))
{
AddBackFace(x, y, z, block);
}
if (IsBlockTransparent(x, y, z + ))
{
AddRightFace(x, y, z, block);
}
if (IsBlockTransparent(x, y, z - ))
{
AddLeftFace(x, y, z, block);
}
if (IsBlockTransparent(x, y + , z))
{
AddTopFace(x, y, z, block);
}
if (IsBlockTransparent(x, y - , z))
{
AddBottomFace(x, y, z, block);
}
}
}
} //为点和index赋值
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.uv = uv.ToArray(); //重新计算顶点和法线
mesh.RecalculateBounds();
mesh.RecalculateNormals(); //将生成好的面赋值给组件
this.GetComponent<MeshFilter>().mesh = mesh;
this.GetComponent<MeshCollider>().sharedMesh = mesh; yield return null;
isWorking = false;
} //此坐标方块是否透明,Chunk中的局部坐标
public bool IsBlockTransparent(int x, int y, int z)
{
if (x >= width || y >= height || z >= width || x < || y < || z < )
{
return true;
}
else
{
//如果当前方块的id是0,那的确是透明的
return this.blocks[x, y, z] == ;
}
} //前面
void AddFrontFace(int x, int y, int z, Block block)
{
//第一个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //第二个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //添加4个点
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z)); //添加UV坐标点,跟上面4个点循环的顺序一致
uv.Add(new Vector2(block.textureFrontX * textureOffset, block.textureFrontY * textureOffset) + new Vector2(shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureFrontX * textureOffset + textureOffset, block.textureFrontY * textureOffset) + new Vector2(-shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureFrontX * textureOffset + textureOffset, block.textureFrontY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize));
uv.Add(new Vector2(block.textureFrontX * textureOffset, block.textureFrontY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize));
} //背面
void AddBackFace(int x, int y, int z, Block block)
{
//第一个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //第二个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //添加4个点
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z)); //添加UV坐标点,跟上面4个点循环的顺序一致
uv.Add(new Vector2(block.textureBackX * textureOffset, block.textureBackY * textureOffset) + new Vector2(shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureBackX * textureOffset + textureOffset, block.textureBackY * textureOffset) + new Vector2(-shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureBackX * textureOffset + textureOffset, block.textureBackY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize));
uv.Add(new Vector2(block.textureBackX * textureOffset, block.textureBackY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize));
} //右面
void AddRightFace(int x, int y, int z, Block block)
{
//第一个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //第二个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //添加4个点
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z)); //添加UV坐标点,跟上面4个点循环的顺序一致
uv.Add(new Vector2(block.textureRightX * textureOffset, block.textureRightY * textureOffset) + new Vector2(shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureRightX * textureOffset + textureOffset, block.textureRightY * textureOffset) + new Vector2(-shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureRightX * textureOffset + textureOffset, block.textureRightY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize));
uv.Add(new Vector2(block.textureRightX * textureOffset, block.textureRightY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize));
} //左面
void AddLeftFace(int x, int y, int z, Block block)
{
//第一个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //第二个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //添加4个点
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z)); //添加UV坐标点,跟上面4个点循环的顺序一致
uv.Add(new Vector2(block.textureLeftX * textureOffset, block.textureLeftY * textureOffset) + new Vector2(shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureLeftX * textureOffset + textureOffset, block.textureLeftY * textureOffset) + new Vector2(-shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureLeftX * textureOffset + textureOffset, block.textureLeftY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize));
uv.Add(new Vector2(block.textureLeftX * textureOffset, block.textureLeftY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize));
} //上面
void AddTopFace(int x, int y, int z, Block block)
{
//第一个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //第二个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //添加4个点
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z)); //添加UV坐标点,跟上面4个点循环的顺序一致
uv.Add(new Vector2(block.textureTopX * textureOffset, block.textureTopY * textureOffset) + new Vector2(shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureTopX * textureOffset + textureOffset, block.textureTopY * textureOffset) + new Vector2(-shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureTopX * textureOffset + textureOffset, block.textureTopY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize));
uv.Add(new Vector2(block.textureTopX * textureOffset, block.textureTopY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize));
} //下面
void AddBottomFace(int x, int y, int z, Block block)
{
//第一个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //第二个三角面
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count);
triangles.Add( + vertices.Count); //添加4个点
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3(- + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z));
vertices.Add(new Vector3( + x, + y, + z)); //添加UV坐标点,跟上面4个点循环的顺序一致
uv.Add(new Vector2(block.textureBottomX * textureOffset, block.textureBottomY * textureOffset) + new Vector2(shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureBottomX * textureOffset + textureOffset, block.textureBottomY * textureOffset) + new Vector2(-shrinkSize, shrinkSize));
uv.Add(new Vector2(block.textureBottomX * textureOffset + textureOffset, block.textureBottomY * textureOffset + textureOffset) + new Vector2(-shrinkSize, -shrinkSize));
uv.Add(new Vector2(block.textureBottomX * textureOffset, block.textureBottomY * textureOffset + textureOffset) + new Vector2(shrinkSize, -shrinkSize));
}
}
}

源码下载地址

链接: https://pan.baidu.com/s/1o8uqNY6
密码: hgar

放置和破坏方块是比较简单的,算是留给读者的一个小作业吧,如果你理解了我这整个系列教程中每一个知识点的话。提示:改变Chunk中blocks的值,然后重新绘制。

至此,我们Unity3D开发《我的世界》的教程就到此结束了。

但是我们离《我的世界》还差得很远很远很远很远。。。。。

《我的世界》中的五大难点

1.方块构成地形

2.通过生态构成自然的地形

3.液体

4.光照

5.红石电路

我们只勉勉强强完成了1,其他4个每一个都是极大的挑战,如果读者感兴趣,可以自己试一下。

《我的世界》这么火,真的不无道理。

完结,散花

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