【发布时间】:2019-03-27 11:55:15
【问题描述】:
我正在用 Godot 编写地形生成器。我使用 SurfaceTool 和三角形条生成网格。几何图形工作正常——但 UV 映射不能,因为每个三角形重复纹理而不是覆盖纹理一次的完整网格:
将 UV 坐标标准化以适应 0,0 - 1,1 维度应该可行,但不行,因为它只使一对三角形具有完整纹理,其余为空白:
extends MeshInstance
export var terrain_width = 16
export var terrain_depth = 16
export var terrain_height = 1
export var terrain_scale = 1
#Noise Generation
var terrain_noise = OpenSimplexNoise.new()
var terrain_heightmap = ImageTexture.new()
var terrain_texture = Texture.new()
var terrain_material = SpatialMaterial.new()
var terrain_mesh = Mesh.new()
var surfacetool = SurfaceTool.new()
func _ready():
generate_heightmap()
generate_mesh()
func generate_heightmap():
#Setup the noise
terrain_noise.seed = randi()
terrain_noise.octaves = 4
terrain_noise.period = 20.0
terrain_noise.persistence = 0.8
#Make the texture
terrain_heightmap.create_from_image(terrain_noise.get_image(terrain_width+1, terrain_depth+1))
terrain_texture = terrain_heightmap
func generate_mesh():
#Set the material texture to the heightmap
terrain_material.albedo_texture = terrain_texture
# This is where the uv-mapping occurs, via the add_uv function
for z in range(0,terrain_depth):
surfacetool.begin(Mesh.PRIMITIVE_TRIANGLE_STRIP)
for x in range(0,terrain_width):
surfacetool.add_uv(Vector2((terrain_width-x)/terrain_width,z/terrain_depth))
surfacetool.add_vertex(Vector3((terrain_width-x)*terrain_scale, terrain_noise.get_noise_2d(x,z)*terrain_height*terrain_scale, z*terrain_scale))
surfacetool.add_uv(Vector2((terrain_width-x)/terrain_width,(z+1)/terrain_depth))
surfacetool.add_vertex(Vector3((terrain_width-x)*terrain_scale, terrain_noise.get_noise_2d(x,z+1)*terrain_height*terrain_scale, (z+1)*terrain_scale))
surfacetool.generate_normals()
surfacetool.index()
surfacetool.commit(terrain_mesh)
#Set the texture and mesh on the MeshInstance
self.material_override = terrain_material
self.set_mesh(terrain_mesh)
self.set_surface_material(0, terrain_texture)
我希望每个三角形只覆盖纹理中的相应坐标。 似乎每个三角形都被视为一个单独的表面。
【问题讨论】:
标签: terrain procedural godot