• unity 读取灰度图生成三维地形并贴图卫星影像


    从 https://earthexplorer.usgs.gov/ 下载高程数据

     从谷歌地球上保存对应地区卫星图像

    从灰度图创建地形模型,并将卫星影像作为贴图

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class mapMeshCreate : MonoBehaviour {
        private Texture textureGray;//灰度图
        private Texture textureSatellite;//卫星影像贴图
        private int tGrayWidth = 0, tGrayHeight = 0;//灰度图的宽和高
        private bool bCreate = false;//是否完成创建
        private List<GameObject> meshList;//mesh集合
        private Texture2D texture2dGray;
        public float zScale = 100;//高度参数
    
        [Tooltip("传入mesh使用的材质")]
        public Material meshMaterial;
    
        void Start()
        {
            StartCoroutine(loadImage("T1.jpg", (t) => textureGray = t));
            StartCoroutine(loadImage("T2.png", (t) => textureSatellite = t));
            meshList = new List<GameObject>();
        }
    
        void Update()
        {
            if (textureGray != null && textureSatellite != null)
            {
                if (bCreate == false)
                {
                    tGrayWidth = textureGray.width;
                    tGrayHeight = textureGray.height;
                    meshMaterial.mainTexture = textureSatellite;//设置材质贴图
                    //mesh顶点数目最大65000,则取mes为250*250=62500
                    int xNum = 1 + tGrayWidth / 250;//x方向mesh个数
                    int zNum = 1 + tGrayHeight / 250; //z方向mesh个数
                    texture2dGray = (Texture2D)textureGray;
                    //根据灰度图创建mesh
                    for (int i = 0; i < xNum; i++)
                    {
                        for (int j = 0; j < zNum; j++)
                        {
                            if (i < xNum - 1 && j < zNum - 1)
                            {
                                meshList.Add(
                                    createMesh("meshX" + i.ToString() + "Z" + j.ToString(), 251, 251,
                                    i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500),
                                    (i + 1) * new Vector3(2500, 0, 0) + (j + 1) * new Vector3(0, 0, 2500) + new Vector3(10, 0, 10),
                                    i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                    (i + 1) * new Vector2(250, 0) + (j + 1) * new Vector2(0, 250) + new Vector2(1, 1),i,j,tGrayWidth,tGrayHeight));
                            }
                            else if (i == xNum - 1 && j < zNum - 1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), tGrayWidth % 250, 251,
                                i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500),
                                i * new Vector3(2500, 0, 0) + new Vector3(10 * (tGrayWidth % 250), 0, 10) + (j + 1) * new Vector3(0, 0, 2500),
                                i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                i * new Vector2(250, 0) + new Vector2(tGrayWidth % 250, 1) + (j + 1) * new Vector2(0, 250),i,j, tGrayWidth, tGrayHeight));
                            }
                            else if (i < xNum - 1 && j == zNum - 1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), 251, tGrayHeight % 250,
                                  i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500),
                                 (i + 1) * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500) + new Vector3(10, 0, 10 * (tGrayHeight % 250)),
                                  i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                 (i + 1) * new Vector2(250, 0) + j * new Vector2(0, 150) + new Vector2(1, tGrayHeight % 250),i,j, tGrayWidth, tGrayHeight));
                            }
                            else if (i == xNum - 1 && j == zNum - 1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), tGrayWidth % 250, tGrayHeight % 250,
                                 i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500),
                                 i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500) + new Vector3(10 * (tGrayWidth % 250), 0, 10 * (tGrayHeight % 250)),
                                 i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                 i * new Vector2(250, 0) + j * new Vector2(0, 250) + new Vector2(tGrayWidth % 250, tGrayHeight % 250),i,j, tGrayWidth, tGrayHeight));
                            }
                        }
                    }
                    bCreate = true;
                }
            }
        }
    
        //加载图片
        IEnumerator loadImage(string imagePath, System.Action<Texture> action)
        {
            WWW www = new WWW("file://" + Application.streamingAssetsPath + "/" + imagePath);
            yield return www;
            if (www.error == null)
            {
                action(www.texture);
            }
        }
    
    
        /// <summary>
        ///创建mesh 
        /// </summary>
        /// <param name="meshName">mesh名称</param>
        /// <param name="row">行数</param>
        /// <param name="col">列数</param>
        /// <param name="minPoint">最小点位置</param>
        /// <param name="maxPoint">最大点位置</param>
        /// <param name="minImgPosition">最小点灰度图位置</param>
        /// <param name="maxImgPosition">最大点灰度图位置</param>
        /// <param name="xWidthIndex">横向索引</param>
        /// <param name="zHeightIndex">纵向索引</param>
        /// <param name="width">横向总宽度</param>
        /// <param name="height">纵向总高度</param>
        /// <returns></returns>
        /// 
    
    
        private GameObject createMesh(string meshName, int row, int col, Vector3 minPoint, Vector3 maxPoint, Vector2 minImgPosition, Vector2 maxImgPosition,int xWidthIndex,int zHeightIndex,int width,int height)
        {
            GameObject meshObject = new GameObject(meshName);
    
            int verticeNum = row * col;
            Vector3[] vertices = new Vector3[verticeNum];//顶点数组大小 
            int[] triangles = new int[verticeNum * 3 * 2];//三角集合数组,保存顶点索引 
                                                          // Vector3[] normals = new Vector3[verticeNum];//顶点法线数组大小
            Vector2[] uvs = new Vector2[verticeNum];
            float rowF = (float)row;
            float colF = (float)col;
            Vector3 xStep = new Vector3((maxPoint.x - minPoint.x) / rowF, 0, 0);
            Vector3 zSetp = new Vector3(0, 0, (maxPoint.z - minPoint.z) / colF);
            int k = 0;
    
            for (int i = 0; i < row; i++)
            {
                for (int j = 0; j < col; j++)
                {
                    float tempZ = texture2dGray.GetPixel((int)minImgPosition.x + i, (int)minImgPosition.y + j).grayscale;
                    vertices[i + j * row] = minPoint + xStep * i + zSetp * j + new Vector3(0, tempZ * zScale, 0);
    
                    // uvs[i + j * row] = new Vector2((float)i / rowF, (float)j / colF);
                    uvs[i + j * row] = new Vector2((float)(i+ xWidthIndex*250) / width, (float)(j+zHeightIndex*250) / height);
    
                    if (j < col - 1 && i < row - 1)
                    {
                        triangles[k++] = j * row + i;
                        triangles[k++] = j * row + i + row;
                        triangles[k++] = j * row + i + 1;
    
                        triangles[k++] = j * row + i + row;
                        triangles[k++] = j * row + i + row + 1;
                        triangles[k++] = j * row + i + 1;
                    }
                }
            }
            Mesh mesh = new Mesh();
            mesh.vertices = vertices;
            mesh.triangles = triangles;
            // mesh.normals = normals;
            mesh.uv = uvs;
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
            meshObject.AddComponent<MeshFilter>();
            meshObject.AddComponent<MeshRenderer>();
            meshObject.GetComponent<MeshFilter>().mesh = mesh;
            meshObject.GetComponent<MeshRenderer>().material = meshMaterial;
    
            return meshObject;
        }
    }
    

    效果如下

     

    本文链接 https://www.cnblogs.com/gucheng/p/10951918.html

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  • 原文地址:https://www.cnblogs.com/gucheng/p/10951918.html
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