地图边缘相关优化

This commit is contained in:
JA
2026-07-04 02:19:54 +08:00
parent aace7e68cc
commit a262f7512d
7 changed files with 776 additions and 0 deletions
+441
View File
@@ -0,0 +1,441 @@
using System.Collections.Generic;
using UnityEngine;
namespace IndianOceanAssets.Engine2_5D
{
/// <summary>
/// 地面边界生成器 v2 —— 从 Sprite Physics Shape 或 PolygonCollider2D 自动提取边界,
/// 生成崖壁 Mesh + 边缘发光条带。
///
/// 替代 CliffWallBuilder 的手动摆点方式。
/// 美术改图后只需重新 Build,无需手动调整边界点。
///
/// 使用方式:
/// 1. 场景中创建空物体,挂上此脚本(放在地面高度 Y=0)
/// 2. 把地面 SpriteRenderer 拖到 groundSprite 字段
/// (或把 PolygonCollider2D 拖到 polygonCollider 字段)
/// 3. 指定 wallMaterialURP Unlit 暗色)
/// 4. Inspector 点 "Build Ground" 按钮
/// </summary>
public class GroundBuilder : MonoBehaviour
{
[Header("数据源")]
[Tooltip("地面精灵渲染器。从此 Sprite 的 Physics Shape 自动提取边界轮廓。\n" +
"需要在 Sprite Editor 里 Generate Physics Shape(默认自动生成)。")]
[SerializeField] SpriteRenderer groundSprite;
[Tooltip("可选:直接用 PolygonCollider2D 的路径作为边界。\n" +
"留空则用 Sprite Physics Shape。")]
[SerializeField] PolygonCollider2D polygonCollider;
[Header("崖壁")]
[Tooltip("崖壁往下延伸的高度(世界单位)")]
[SerializeField] float wallHeight = 5f;
[Tooltip("崖壁材质(建议 URP Unlit,深色,Cull Off 双面)")]
[SerializeField] Material wallMaterial;
[Header("边缘发光")]
[Tooltip("是否生成顶部发光条带")]
[SerializeField] bool generateEdgeGlow = true;
[Tooltip("发光条带的高度(世界单位)")]
[SerializeField] float edgeGlowHeight = 0.3f;
[Tooltip("发光颜色")]
[SerializeField] Color edgeGlowColor = new Color(0.2f, 0.6f, 0.9f, 1f);
[Tooltip("发光亮度")]
[SerializeField, Range(0.1f, 5f)] float edgeGlowIntensity = 1.5f;
[Tooltip("渐变:越大上边越亮下边越暗")]
[SerializeField, Range(0.1f, 3f)] float edgeGlowGradient = 1f;
[Tooltip("边缘发光材质(使用 AbyssEdgeGlow shader)。留空则自动创建。")]
[SerializeField] Material edgeGlowMaterial;
[Header("优化")]
[Tooltip("Douglas-Peucker 简化容差(世界单位)。0 = 不简化。\n" +
"建议 0.05~0.2,减少顶点数同时保持轮廓形状。")]
[SerializeField] float simplifyTolerance = 0.1f;
[Tooltip("UV 平铺缩放(越大纹理越密)")]
[SerializeField] float uvScale = 1f;
private const string GENERATED = "Generated_Ground";
/// <summary>Editor 脚本读取用。</summary>
public float SimplifyTolerance => simplifyTolerance;
/// <summary>
/// 从数据源提取边界点(世界坐标)。
/// </summary>
public List<List<Vector3>> GetBoundaryPaths()
{
var paths = new List<List<Vector3>>();
if (polygonCollider != null)
{
// 从 PolygonCollider2D 读取所有路径
for (int i = 0; i < polygonCollider.pathCount; i++)
{
Vector2[] path = polygonCollider.GetPath(i);
var worldPath = new List<Vector3>();
foreach (var p in path)
{
Vector3 world = polygonCollider.transform.TransformPoint(p.x, p.y, 0f);
worldPath.Add(world);
}
if (worldPath.Count >= 3)
paths.Add(worldPath);
}
}
else if (groundSprite != null && groundSprite.sprite != null)
{
// 从 Sprite Physics Shape 读取所有轮廓
Sprite sprite = groundSprite.sprite;
int shapeCount = sprite.GetPhysicsShapeCount();
for (int i = 0; i < shapeCount; i++)
{
var shape = new List<Vector2>();
sprite.GetPhysicsShape(i, shape);
var worldPath = new List<Vector3>();
foreach (var p in shape)
{
// Sprite 局部坐标 → 世界坐标
// TransformPoint 自动处理旋转(地面精灵平铺时 X→X, Y→Z)
Vector3 world = groundSprite.transform.TransformPoint(p.x, p.y, 0f);
worldPath.Add(world);
}
if (worldPath.Count >= 3)
paths.Add(worldPath);
}
}
return paths;
}
/// <summary>
/// 生成崖壁 + 发光条带。
/// </summary>
[ContextMenu("Build Ground")]
public void Build()
{
var paths = GetBoundaryPaths();
if (paths.Count == 0)
{
Debug.LogWarning("[GroundBuilder] 没有找到边界数据。\n" +
"请指定 groundSpriteSprite 需有 Physics Shape)或 polygonCollider。");
return;
}
// 简化
if (simplifyTolerance > 0f)
{
for (int i = 0; i < paths.Count; i++)
paths[i] = SimplifyClosedPath(paths[i], simplifyTolerance);
}
// 清除旧生成物
ClearGenerated();
// 创建容器
GameObject container = new GameObject(GENERATED);
container.transform.SetParent(transform, false);
int totalPoints = 0;
// 为每条路径生成崖壁和发光
for (int i = 0; i < paths.Count; i++)
{
var path = paths[i];
totalPoints += path.Count;
// ---- 崖壁 Mesh ----
GameObject wallObj = new GameObject($"CliffWall_{i}");
wallObj.transform.SetParent(container.transform, false);
MeshFilter wallMF = wallObj.AddComponent<MeshFilter>();
MeshRenderer wallMR = wallObj.AddComponent<MeshRenderer>();
wallMF.sharedMesh = GenerateWallMesh(path);
wallMR.sharedMaterial = wallMaterial;
// ---- 边缘发光 Mesh ----
if (generateEdgeGlow)
{
GameObject glowObj = new GameObject($"EdgeGlow_{i}");
glowObj.transform.SetParent(container.transform, false);
MeshFilter glowMF = glowObj.AddComponent<MeshFilter>();
MeshRenderer glowMR = glowObj.AddComponent<MeshRenderer>();
glowMF.sharedMesh = GenerateEdgeGlowMesh(path);
if (edgeGlowMaterial != null)
{
glowMR.sharedMaterial = edgeGlowMaterial;
}
else
{
Shader glowShader = Shader.Find("IndianOcean/AbyssEdgeGlow");
if (glowShader != null)
{
Material mat = new Material(glowShader);
mat.SetColor("_Color", edgeGlowColor);
mat.SetFloat("_Intensity", edgeGlowIntensity);
mat.SetFloat("_Gradient", edgeGlowGradient);
glowMR.sharedMaterial = mat;
}
else
{
Debug.LogWarning("[GroundBuilder] 找不到 IndianOcean/AbyssEdgeGlow shader。");
}
}
}
}
int totalEdges = 0;
foreach (var p in paths) totalEdges += p.Count;
Debug.Log($"[GroundBuilder] 生成完成:{paths.Count} 条路径,{totalEdges} 个边界点," +
$"崖壁高度 {wallHeight}。" +
(simplifyTolerance > 0 ? $" 已简化(容差 {simplifyTolerance})。" : ""));
}
/// <summary>
/// 清除所有生成物。
/// </summary>
[ContextMenu("Clear Generated")]
public void ClearGenerated()
{
Transform old = transform.Find(GENERATED);
if (old != null)
{
if (Application.isPlaying)
Destroy(old.gameObject);
else
DestroyImmediate(old.gameObject);
}
}
// ============================================================
// Mesh 生成(共享顶点 + 距离 UV + 手动法线)
// ============================================================
/// <summary>
/// 生成崖壁 Mesh:闭合路径,每条边一个垂直四边形(双面),共享顶点。
/// UV.x 按边长累积(纹理不拉伸),UV.y: 1=顶 0=底。
/// </summary>
Mesh GenerateWallMesh(List<Vector3> worldPoints)
{
int n = worldPoints.Count;
// 世界坐标 → 本地坐标
var local = new Vector3[n];
for (int i = 0; i < n; i++)
local[i] = transform.InverseTransformPoint(worldPoints[i]);
// 顶点:top ring (0..n-1) + bottom ring (n..2n-1)
Vector3[] verts = new Vector3[n * 2];
Vector2[] uvs = new Vector2[n * 2];
Vector3[] norms = new Vector3[n * 2];
float u = 0f;
for (int i = 0; i < n; i++)
{
int next = (i + 1) % n;
Vector3 top = local[i];
Vector3 bot = local[i] + new Vector3(0, -wallHeight, 0);
verts[i] = top;
verts[n + i] = bot;
// UV.x 按距离累积
float edgeLen = Vector3.Distance(local[i], local[next]);
uvs[i] = new Vector2(u * uvScale, 1f);
uvs[n + i] = new Vector2(u * uvScale, 0f);
u += edgeLen;
// 法线:边的垂直方向,朝外
Vector3 edge = local[next] - local[i];
Vector3 normal = Vector3.Cross(edge, Vector3.down).normalized;
norms[i] = normal;
norms[n + i] = normal;
}
// 三角形:双面
var tris = new List<int>(n * 4);
for (int i = 0; i < n; i++)
{
int next = (i + 1) % n;
int ti = i, tj = next, bi = n + i, bj = n + next;
// 正面
tris.Add(ti); tris.Add(tj); tris.Add(bj);
tris.Add(ti); tris.Add(bj); tris.Add(bi);
// 背面(反绕)
tris.Add(ti); tris.Add(bj); tris.Add(tj);
tris.Add(ti); tris.Add(bi); tris.Add(bj);
}
Mesh mesh = new Mesh { name = "GroundWall" };
mesh.SetVertices(verts);
mesh.SetUVs(0, uvs);
mesh.SetNormals(norms);
mesh.SetTriangles(tris, 0);
mesh.RecalculateBounds();
return mesh;
}
/// <summary>
/// 生成边缘发光 Mesh:沿边界顶部的细条。
/// UV.y: 1=顶部(亮) 0=底部(暗),配合 AbyssEdgeGlow shader。
/// </summary>
Mesh GenerateEdgeGlowMesh(List<Vector3> worldPoints)
{
int n = worldPoints.Count;
var local = new Vector3[n];
for (int i = 0; i < n; i++)
local[i] = transform.InverseTransformPoint(worldPoints[i]);
Vector3[] verts = new Vector3[n * 2];
Vector2[] uvs = new Vector2[n * 2];
float u = 0f;
for (int i = 0; i < n; i++)
{
int next = (i + 1) % n;
verts[i] = local[i]; // 顶
verts[n + i] = local[i] + new Vector3(0, -edgeGlowHeight, 0); // 底
float edgeLen = Vector3.Distance(local[i], local[next]);
uvs[i] = new Vector2(u * uvScale, 1f);
uvs[n + i] = new Vector2(u * uvScale, 0f);
u += edgeLen;
}
var tris = new List<int>(n * 4);
for (int i = 0; i < n; i++)
{
int next = (i + 1) % n;
int ti = i, tj = next, bi = n + i, bj = n + next;
tris.Add(ti); tris.Add(tj); tris.Add(bj);
tris.Add(ti); tris.Add(bj); tris.Add(bi);
tris.Add(ti); tris.Add(bj); tris.Add(tj);
tris.Add(ti); tris.Add(bi); tris.Add(bj);
}
Mesh mesh = new Mesh { name = "EdgeGlow" };
mesh.SetVertices(verts);
mesh.SetUVs(0, uvs);
mesh.SetTriangles(tris, 0);
mesh.RecalculateBounds();
return mesh;
}
// ============================================================
// Douglas-Peucker 路径简化
// ============================================================
/// <summary>
/// 对闭合路径做 Douglas-Peucker 简化。
/// 先找到离起点最远的点,把闭合路径拆成两条开放路径分别简化。
/// </summary>
List<Vector3> SimplifyClosedPath(List<Vector3> points, float tolerance)
{
if (points.Count < 4) return points;
// 找离 points[0] 最远的点
float maxDist = 0f;
int farIdx = 1;
for (int i = 1; i < points.Count; i++)
{
float d = Vector3.Distance(points[0], points[i]);
if (d > maxDist) { maxDist = d; farIdx = i; }
}
// 拆成两段开放路径
var arc1 = new List<Vector3>();
var arc2 = new List<Vector3>();
for (int i = 0; i <= farIdx; i++) arc1.Add(points[i]);
for (int i = farIdx; i < points.Count; i++) arc2.Add(points[i]);
arc2.Add(points[0]); // 闭合
arc1 = DouglasPeucker(arc1, tolerance);
arc2 = DouglasPeucker(arc2, tolerance);
// 合并:arc1 + arc2[1..count-2](跳过 arc2 首尾,它们和 arc1 重复)
var result = new List<Vector3>(arc1);
for (int i = 1; i < arc2.Count - 1; i++)
result.Add(arc2[i]);
return result;
}
List<Vector3> DouglasPeucker(List<Vector3> points, float tolerance)
{
if (points.Count < 3) return points;
// 找离首末连线最远的点
float maxDist = 0f;
int maxIdx = 0;
Vector3 a = points[0];
Vector3 b = points[points.Count - 1];
for (int i = 1; i < points.Count - 1; i++)
{
float d = PerpDistance(points[i], a, b);
if (d > maxDist) { maxDist = d; maxIdx = i; }
}
if (maxDist > tolerance)
{
var left = DouglasPeucker(points.GetRange(0, maxIdx + 1), tolerance);
var right = DouglasPeucker(points.GetRange(maxIdx, points.Count - maxIdx), tolerance);
var result = new List<Vector3>(left);
result.AddRange(right.GetRange(1, right.Count - 1));
return result;
}
else
{
return new List<Vector3> { a, b };
}
}
float PerpDistance(Vector3 p, Vector3 lineA, Vector3 lineB)
{
Vector3 ab = lineB - lineA;
float lenSq = ab.sqrMagnitude;
if (lenSq < 1e-8f) return Vector3.Distance(p, lineA);
Vector3 ap = p - lineA;
float t = Vector3.Dot(ap, ab) / lenSq;
t = Mathf.Clamp01(t);
Vector3 proj = lineA + t * ab;
return Vector3.Distance(p, proj);
}
// ============================================================
// Gizmos
// ============================================================
private void OnDrawGizmosSelected()
{
var paths = GetBoundaryPaths();
if (paths.Count == 0) return;
Gizmos.color = new Color(0.2f, 0.6f, 0.9f, 0.8f);
foreach (var path in paths)
{
for (int i = 0; i < path.Count; i++)
{
Vector3 cur = path[i];
Vector3 next = path[(i + 1) % path.Count];
Gizmos.DrawLine(cur, next);
Gizmos.DrawSphere(cur, 0.15f);
}
}
}
}
}