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