unity 怎么通过取出的navmesh 数据.重新绘制寻路网格

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用法很简单,把可以走的地形设置成一个叫做“Walk”的标签,然后不能走的地方设置成叫“cantWalk”的标签,然后就什么都不用管了,直接运行即可。
在没有任何障碍物的情况下,就和之前的寻路一样:

然后直接添加一个cube,寻路就会绕过这个新增加的cube
再增加一个,人物就会再绕过新的cube
把路塞住,人物就绕开了路

删除中间的一个cube:

然后人物就可以在中间通过了,就像魔兽里面的把树灭掉之后,路就能通了

去scene视窗看看,会发现现在的网格是这样的:
参考技术A 无法重新绘制, 只能根据取出的路点做操作

3D寻路系统NavMesh-服务端篇

上一节讲到的客户端使用Unity 自带的 NavMesh 来做寻路 3D寻路系统NavMesh-客户端篇。然而,怪物的刷新、移动,和AI是由服务器负责的,怪物的寻路是由服务器控制的,或者像SLG,大地图寻路在玩家离线的情况下要继续寻路,这必须要服务器来主导寻路。
那么,这怎么去实现呢?
我们服务器必须要有一份导航网格的寻路数据。
用ExportSceneToObj 工具导出场景,这个好像不依赖于烘焙出来的导航网格。

//TODO 贴一下源码:
第一份源码是不依赖于导航网格的生成工具:

using System.IO;
using System.Text;
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;

public class ExportScene : EditorWindow

    private const string CUT_LB_OBJ_PATH = "export/bound_lb";
    private const string CUT_RT_OBJ_PATH = "export/bound_rt";

    private static float autoCutMinX = 1000;
    private static float autoCutMaxX = 0;
    private static float autoCutMinY = 1000;
    private static float autoCutMaxY = 0;

    private static float cutMinX = 0;
    private static float cutMaxX = 0;
    private static float cutMinY = 0;
    private static float cutMaxY = 0;

    private static long startTime = 0;
    private static int totalCount = 0;
    private static int count = 0;
    private static int counter = 0;
    private static int progressUpdateInterval = 10000;

    [MenuItem("ExportScene/ExportSceneToObj")]
    [MenuItem("GameObject/ExportScene/ExportSceneToObj")]
    public static void Export()
    
        ExportSceneToObj(false);
    

    [MenuItem("ExportScene/ExportSceneToObj(AutoCut)")]
    [MenuItem("GameObject/ExportScene/ExportSceneToObj(AutoCut)")]
    public static void ExportAutoCut()
    
        ExportSceneToObj(true);
    

    [MenuItem("ExportScene/ExportSelectedObj")]
    [MenuItem("GameObject/ExportScene/ExportSelectedObj", priority = 44)]
    public static void ExportObj()
    
        GameObject selectObj = Selection.activeGameObject;
        if (selectObj == null)
        
            Debug.LogWarning("Select a GameObject");
            return;
        
        string path = GetSavePath(false, selectObj);
        if (string.IsNullOrEmpty(path)) return;

        Terrain terrain = selectObj.GetComponent<Terrain>();
        MeshFilter[] mfs = selectObj.GetComponentsInChildren<MeshFilter>();
        SkinnedMeshRenderer[] smrs = selectObj.GetComponentsInChildren<SkinnedMeshRenderer>();
        Debug.Log(mfs.Length + "," + smrs.Length);
        ExportSceneToObj(path, terrain, mfs, smrs, false, false);
    

    public static void ExportSceneToObj(bool autoCut)
    
        string path = GetSavePath(autoCut, null);
        if (string.IsNullOrEmpty(path)) return;
        Terrain terrain = UnityEngine.Object.FindObjectOfType<Terrain>();
        MeshFilter[] mfs = UnityEngine.Object.FindObjectsOfType<MeshFilter>();
        SkinnedMeshRenderer[] smrs = UnityEngine.Object.FindObjectsOfType<SkinnedMeshRenderer>();
        ExportSceneToObj(path, terrain, mfs, smrs, autoCut, true);
    

    public static void ExportSceneToObj(string path, Terrain terrain, MeshFilter[] mfs,
        SkinnedMeshRenderer[] smrs, bool autoCut, bool needCheckRect)
    
        int vertexOffset = 0;
        string title = "export GameObject to .obj ...";
        StreamWriter writer = new StreamWriter(path);

        startTime = GetMsTime();
        UpdateCutRect(autoCut);
        counter = count = 0;
        progressUpdateInterval = 5;
        totalCount = (mfs.Length + smrs.Length) / progressUpdateInterval;
        foreach (var mf in mfs)
        
            UpdateProgress(title);
            if (mf.GetComponent<Renderer>() != null &&
                (!needCheckRect || (needCheckRect && IsInCutRect(mf.gameObject))))
            
                ExportMeshToObj(mf.gameObject, mf.sharedMesh, ref writer, ref vertexOffset);
            
        
        foreach (var smr in smrs)
        
            UpdateProgress(title);
            if (!needCheckRect || (needCheckRect && IsInCutRect(smr.gameObject)))
            
                ExportMeshToObj(smr.gameObject, smr.sharedMesh, ref writer, ref vertexOffset);
            
        
        if (terrain)
        
            ExportTerrianToObj(terrain.terrainData, terrain.GetPosition(),
                ref writer, ref vertexOffset, autoCut);
        
        writer.Close();
        EditorUtility.ClearProgressBar();

        long endTime = GetMsTime();
        float time = (float)(endTime - startTime) / 1000;
        Debug.Log("Export SUCCESS:" + path);
        Debug.Log("Export Time:" + time + "s");
        OpenDir(path);
    

    private static void OpenDir(string path)
    
        DirectoryInfo dir = Directory.GetParent(path);
        int index = path.LastIndexOf("/");
        OpenCmd("explorer.exe", dir.FullName);
    

    private static void OpenCmd(string cmd, string args)
    
        System.Diagnostics.Process.Start(cmd, args);
    

    private static string GetSavePath(bool autoCut, GameObject selectObject)
    
        string dataPath = Application.dataPath;
        string dir = dataPath.Substring(0, dataPath.LastIndexOf("/"));
        string sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
        string defaultName = "";
        if (selectObject == null)
        
            defaultName = (autoCut ? sceneName + "(autoCut)" : sceneName);
        
        else
        
            defaultName = (autoCut ? selectObject.name + "(autoCut)" : selectObject.name);
        
        return EditorUtility.SaveFilePanel("Export .obj file", dir, defaultName, "obj");
    

    private static long GetMsTime()
    
        return System.DateTime.Now.Ticks / 10000;
        //return (System.DateTime.Now.ToUniversalTime().Ticks - 621355968000000000) / 10000;
    

    private static void UpdateCutRect(bool autoCut)
    
        cutMinX = cutMaxX = cutMinY = cutMaxY = 0;
        if (!autoCut)
        
            Vector3 lbPos = GetObjPos(CUT_LB_OBJ_PATH);
            Vector3 rtPos = GetObjPos(CUT_RT_OBJ_PATH);
            cutMinX = lbPos.x;
            cutMaxX = rtPos.x;
            cutMinY = lbPos.z;
            cutMaxY = rtPos.z;
        
    

    private static void UpdateAutoCutRect(Vector3 v)
    
        if (v.x < autoCutMinX) autoCutMinX = v.x;
        if (v.x > autoCutMaxX) autoCutMaxX = v.x;
        if (v.z < autoCutMinY) autoCutMinY = v.z;
        if (v.z > autoCutMaxY) autoCutMaxY = v.z;
    

    private static bool IsInCutRect(GameObject obj)
    
        if (cutMinX == 0 && cutMaxX == 0 && cutMinY == 0 && cutMaxY == 0) return true;
        Vector3 pos = obj.transform.position;
        if (pos.x >= cutMinX && pos.x <= cutMaxX && pos.z >= cutMinY && pos.z <= cutMaxY)
            return true;
        else
            return false;
    

    private static void ExportMeshToObj(GameObject obj, Mesh mesh, ref StreamWriter writer, ref int vertexOffset)
    
        Quaternion r = obj.transform.localRotation;
        StringBuilder sb = new StringBuilder();
        foreach (Vector3 vertice in mesh.vertices)
        
            Vector3 v = obj.transform.TransformPoint(vertice);
            UpdateAutoCutRect(v);
            sb.AppendFormat("v 0 1 2\\n", -v.x, v.y, v.z);
        
        foreach (Vector3 nn in mesh.normals)
        
            Vector3 v = r * nn;
            sb.AppendFormat("vn 0 1 2\\n", -v.x, -v.y, v.z);
        
        foreach (Vector3 v in mesh.uv)
        
            sb.AppendFormat("vt 0 1\\n", v.x, v.y);
        
        for (int i = 0; i < mesh.subMeshCount; i++)
        
            int[] triangles = mesh.GetTriangles(i);
            for (int j = 0; j < triangles.Length; j += 3)
            
                sb.AppendFormat("f 1 0 2\\n",
                    triangles[j] + 1 + vertexOffset,
                    triangles[j + 1] + 1 + vertexOffset,
                    triangles[j + 2] + 1 + vertexOffset);
            
        
        vertexOffset += mesh.vertices.Length;
        writer.Write(sb.ToString());
    

    private static void ExportTerrianToObj(TerrainData terrain, Vector3 terrainPos,
        ref StreamWriter writer, ref int vertexOffset, bool autoCut)
    
        int tw = terrain.heightmapResolution;
        int th = terrain.heightmapResolution;

        Vector3 meshScale = terrain.size;
        meshScale = new Vector3(meshScale.x / (tw - 1), meshScale.y, meshScale.z / (th - 1));
        Vector2 uvScale = new Vector2(1.0f / (tw - 1), 1.0f / (th - 1));

        Vector2 terrainBoundLB, terrainBoundRT;
        if (autoCut)
        
            terrainBoundLB = GetTerrainBoundPos(new Vector3(autoCutMinX, 0, autoCutMinY), terrain, terrainPos);
            terrainBoundRT = GetTerrainBoundPos(new Vector3(autoCutMaxX, 0, autoCutMaxY), terrain, terrainPos);
        
        else
        
            terrainBoundLB = GetTerrainBoundPos(CUT_LB_OBJ_PATH, terrain, terrainPos);
            terrainBoundRT = GetTerrainBoundPos(CUT_RT_OBJ_PATH, terrain, terrainPos);
        

        int bw = (int)(terrainBoundRT.x - terrainBoundLB.x);
        int bh = (int)(terrainBoundRT.y - terrainBoundLB.y);

        int w = bh != 0 && bh < th ? bh : th;
        int h = bw != 0 && bw < tw ? bw : tw;

        int startX = (int)terrainBoundLB.y;
        int startY = (int)terrainBoundLB.x;
        if (startX < 0) startX = 0;
        if (startY < 0) startY = 0;

        Debug.Log(string.Format("Terrian:tw=0,th=1,sw=2,sh=3,startX=4,startY=5",
            tw, th, bw, bh, startX, startY));

        float[,] tData = terrain.GetHeights(0, 0, tw, th);
        Vector3[] tVertices = new Vector3[w * h];
        Vector2[] tUV = new Vector2[w * h];

        int[] tPolys = new int[(w - 1) * (h - 1) * 6];

        for (int y = 0; y < h; y++)
        
            for (int x = 0; x < w; x++)
            
                Vector3 pos = new Vector3(-(startY + y), tData[startX + x, startY 以上是关于unity 怎么通过取出的navmesh 数据.重新绘制寻路网格的主要内容,如果未能解决你的问题,请参考以下文章

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