手动在大型关卡中放置光探测器光探测器存储有关光线如何在场景中穿过的信息。在给定空间内排列的光探测器集合可以改善该空间内移动物体和静态 LOD 场景的灯光。 更多信息
查看 词汇表可能会很耗时。您可以通过编写自己的编辑器脚本一段代码,允许您创建自己的组件,触发游戏事件,随着时间的推移修改组件属性,并以您喜欢的任何方式响应用户输入。 更多信息
查看 词汇表来自动化光探测器的放置。您的脚本可以创建一个新的游戏对象Unity 场景中的基本对象,它可以代表角色、道具、场景、相机、航点等等。游戏对象的功能由附加到它的组件定义。 更多信息
查看 词汇表,并带有 LightProbeGroup 组件,您可以根据您选择的任何规则单独添加探测位置。
例如,此脚本可以在圆形或环形中放置光探测器。
using UnityEngine;
using System.Collections.Generic;
[RequireComponent (typeof (LightProbeGroup))]
public class LightProbesTetrahedralGrid : MonoBehaviour
{
// Common
public float m_Side = 1.0f;
public float m_Radius = 5.0f;
public float m_InnerRadius = 0.1f;
public float m_Height = 2.0f;
public uint m_Levels = 3;
const float kMinSide = 0.05f;
const float kMinHeight = 0.05f;
const float kMinInnerRadius = 0.1f;
const uint kMinIterations = 4;
public void OnValidate ()
{
m_Side = Mathf.Max (kMinSide, m_Side);
m_Height = Mathf.Max (kMinHeight, m_Height);
if (m_InnerRadius < kMinInnerRadius)
{
TriangleProps props = new TriangleProps (m_Side);
m_Radius = Mathf.Max (props.circumscribedCircleRadius + 0.01f, m_Radius);
}
else
{
m_Radius = Mathf.Max (0.1f, m_Radius);
m_InnerRadius = Mathf.Min (m_Radius, m_InnerRadius);
}
}
struct TriangleProps
{
public TriangleProps (float triangleSide)
{
side = triangleSide;
halfSide = side / 2.0f;
height = Mathf.Sqrt (3.0f) * side / 2.0f;
inscribedCircleRadius = Mathf.Sqrt (3.0f) * side / 6.0f;
circumscribedCircleRadius = 2.0f * height / 3.0f;
}
public float side;
public float halfSide;
public float height;
public float inscribedCircleRadius;
public float circumscribedCircleRadius;
};
private TriangleProps m_TriangleProps;
public void Generate ()
{
LightProbeGroup lightProbeGroup = GetComponent<LightProbeGroup> ();
List<Vector3> positions = new List<Vector3> ();
m_TriangleProps = new TriangleProps (m_Side);
if (m_InnerRadius < kMinInnerRadius)
GenerateCylinder (m_TriangleProps, m_Radius, m_Height, m_Levels, positions);
else
GenerateRing (m_TriangleProps, m_Radius, m_InnerRadius, m_Height, m_Levels, positions);
lightProbeGroup.probePositions = positions.ToArray ();
}
static void AttemptAdding (Vector3 position, Vector3 center, float distanceCutoffSquared, List<Vector3> outPositions)
{
if ((position - center).sqrMagnitude < distanceCutoffSquared)
outPositions.Add (position);
}
uint CalculateCylinderIterations (TriangleProps props, float radius)
{
int iterations = Mathf.CeilToInt ((radius + props.height - props.inscribedCircleRadius) / props.height);
if (iterations > 0)
return (uint)iterations;
return 0;
}
void GenerateCylinder (TriangleProps props, float radius, float height, uint levels, List<Vector3> outPositions)
{
uint iterations = CalculateCylinderIterations (props, radius);
float distanceCutoff = radius;
float distanceCutoffSquared = distanceCutoff * distanceCutoff;
Vector3 up = new Vector3 (props.circumscribedCircleRadius, 0.0f, 0.0f);
Vector3 leftDown = new Vector3 (-props.inscribedCircleRadius, 0.0f, -props.halfSide);
Vector3 rightDown = new Vector3 (-props.inscribedCircleRadius, 0.0f, props.halfSide);
for (uint l = 0; l < levels; l++)
{
float tLevel = levels == 1 ? 0 : (float)l / (float)(levels - 1);
Vector3 center = new Vector3 (0.0f, tLevel * height, 0.0f);
if (l % 2 == 0)
{
for (uint i = 0; i < iterations; i++)
{
Vector3 upCorner = center + up + (float)i * up * 2.0f * 3.0f / 2.0f;
Vector3 leftDownCorner = center + leftDown + (float)i * leftDown * 2.0f * 3.0f / 2.0f;
Vector3 rightDownCorner = center + rightDown + (float)i * rightDown * 2.0f * 3.0f / 2.0f;
AttemptAdding (upCorner, center, distanceCutoffSquared, outPositions);
AttemptAdding (leftDownCorner, center, distanceCutoffSquared, outPositions);
AttemptAdding (rightDownCorner, center, distanceCutoffSquared, outPositions);
Vector3 leftDownUp = upCorner - leftDownCorner;
Vector3 upRightDown = rightDownCorner - upCorner;
Vector3 rightDownLeftDown = leftDownCorner - rightDownCorner;
uint subdiv = 3 * i + 1;
for (uint s = 1; s < subdiv; s++)
{
Vector3 leftDownUpSubdiv = leftDownCorner + leftDownUp * (float)s / (float)subdiv;
AttemptAdding (leftDownUpSubdiv, center, distanceCutoffSquared, outPositions);
Vector3 upRightDownSubdiv = upCorner + upRightDown * (float)s / (float)subdiv;
AttemptAdding (upRightDownSubdiv, center, distanceCutoffSquared, outPositions);
Vector3 rightDownLeftDownSubdiv = rightDownCorner + rightDownLeftDown * (float)s / (float)subdiv;
AttemptAdding (rightDownLeftDownSubdiv, center, distanceCutoffSquared, outPositions);
}
}
}
else
{
for (uint i = 0; i < iterations; i++)
{
Vector3 upCorner = center + (float)i * (2.0f * up * 3.0f / 2.0f);
Vector3 leftDownCorner = center + (float)i * (2.0f * leftDown * 3.0f / 2.0f);
Vector3 rightDownCorner = center + (float)i * (2.0f * rightDown * 3.0f / 2.0f);
AttemptAdding (upCorner, center, distanceCutoffSquared, outPositions);
AttemptAdding (leftDownCorner, center, distanceCutoffSquared, outPositions);
AttemptAdding (rightDownCorner, center, distanceCutoffSquared, outPositions);
Vector3 leftDownUp = upCorner - leftDownCorner;
Vector3 upRightDown = rightDownCorner - upCorner;
Vector3 rightDownLeftDown = leftDownCorner - rightDownCorner;
uint subdiv = 3 * i;
for (uint s = 1; s < subdiv; s++)
{
Vector3 leftDownUpSubdiv = leftDownCorner + leftDownUp * (float)s / (float)subdiv;
AttemptAdding (leftDownUpSubdiv, center, distanceCutoffSquared, outPositions);
Vector3 upRightDownSubdiv = upCorner + upRightDown * (float)s / (float)subdiv;
AttemptAdding (upRightDownSubdiv, center, distanceCutoffSquared, outPositions);
Vector3 rightDownLeftDownSubdiv = rightDownCorner + rightDownLeftDown * (float)s / (float)subdiv;
AttemptAdding (rightDownLeftDownSubdiv, center, distanceCutoffSquared, outPositions);
}
}
}
}
}
void GenerateRing (TriangleProps props, float radius, float innerRadius, float height, uint levels, List<Vector3> outPositions)
{
float chordLength = props.side;
float angle = Mathf.Clamp (2.0f * Mathf.Asin (chordLength / (2.0f * radius)), 0.01f, 2.0f * Mathf.PI);
uint slicesAtRadius = (uint)Mathf.FloorToInt (2.0f * Mathf.PI / angle);
uint layers = (uint)Mathf.Max (Mathf.Ceil ((radius - innerRadius) / props.height), 0.0f);
for (uint level = 0; level < levels; level++)
{
float tLevel = levels == 1 ? 0 : (float)level / (float)(levels - 1);
float y = height * tLevel;
float iterationOffset0 = level % 2 == 0 ? 0.0f : 0.5f;
for (uint layer = 0; layer < layers; layer++)
{
float tLayer = layers == 1 ? 1.0f : (float)layer / (float)(layers - 1);
float tIterations = (tLayer * (radius - innerRadius) + innerRadius - kMinInnerRadius) / (radius - kMinInnerRadius);
uint slices = (uint)Mathf.CeilToInt (Mathf.Lerp (kMinIterations, slicesAtRadius, tIterations));
float x = innerRadius + (radius - innerRadius) * tLayer;
Vector3 position = new Vector3 (x, y, 0.0f);
float layerSliceOffset = layer % 2 == 0 ? 0.0f : 0.5f;
for (uint slice = 0; slice < slices; slice++)
{
Quaternion rotation = Quaternion.Euler (0.0f, (slice + iterationOffset0 + layerSliceOffset) * 360.0f / (float)slices, 0.0f);
outPositions.Add (rotation * position);
}
}
}
}
}
2017 年 6 月 8 日 发布页面
光探测器在 5.6 中更新