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    文件類型: .zip
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    發布日期: 2023-08-28
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資源簡介

U3D自帶刷地形 直接轉OBJ模型,MAX MAYA 通用 U3D自帶刷地形 直接轉OBJ模型,MAX MAYA 通用

資源截圖

代碼片段和文件信息

/*???????INFINITY?CODE?2013?????????*/
/*???http://www.infinity-code.com???*/

using?UnityEditor;
using?UnityEngine;
using?System.Collections;
using?System.Collections.Generic;
using?System.IO;

public?class?MeshToTerrain?:?EditorWindow?
{
[MenuItem(“Window/Infinity?Code/Mesh?to?Terrain“?false?2)]?
static?void?OpenWindow?()?
{
EditorWindow.GetWindow(false?“Mesh?to?Terrain“);
}

private?int?baseMapResolution?=?1024;
private?MeshToTerrainBounds?bounds?=?MeshToTerrainBounds.autoDetect;
private?Gameobject?boundsGameobject;
private?Gameobject?container;
private?int?detailResolution?=?2048;
private?int?heightmapResolution?=?128;
private?Vector3?maxBounds?=?Vector3.zero;
private?Listject>?mesh?=?new?Listject>();
private?MeshToTerrainFindType?meshFindType?=?MeshToTerrainFindType.gameobjects;
private?int?meshlayer?=?31;
private?Vector3?minBounds?=?Vector3.zero;
private?int?newTerrainCountX?=?1;
private?int?newTerrainCountY?=?1;
private?bool?overwriteExists?=?false;
private?float?raycastDistance?=?1000;
private?int?resolutionPerPatch?=?16;
private?Vector2?scrollPos?=?Vector2.zero;
private?bool?showMeshes?=?true;
private?bool?showTerrains?=?true;
private?bool?showTextures?=?true;
private?List?tempColliders;
private?List?terrain?=?new?List();
private?MeshToTerrainSelectTerrainType?terrainType?=?MeshToTerrainSelectTerrainType.existTerrains;
private?MeshToTerrainTextureType?textureType?=?MeshToTerrainTextureType.noTexture;
private?Color?textureEmptyColor?=?Color.white;
private?int?textureHeight?=?1024;
private?int?textureWidth?=?1024;

private?void?OnGUI()
{
scrollPos?=?EditorGUILayout.BeginScrollView(scrollPos);

showMeshes?=?EditorGUILayout.Foldout(showMeshes?“Meshes:?“);
if?(showMeshes)
{
meshFindType?=?(MeshToTerrainFindType)EditorGUILayout.EnumPopup(“Mesh?select?type:?“?meshFindType);

if?(meshFindType?==?MeshToTerrainFindType.gameobjects)
{
for(?int?i?=?0;?i? {
mesh[i]?=?(Gameobject)EditorGUILayout.objectField(?mesh[i]?typeof(Gameobject)?true);
if?(mesh[i]?==?null)?
{
mesh.RemoveAt(i);
i--;
}
}
Gameobject?newMesh?=?(Gameobject)EditorGUILayout.objectField(?null?typeof(Gameobject)?true);
if?(newMesh?!=?null)?
{
bool?findedMesh?=?false;
foreach(Gameobject?cMesh?in?mesh)?if?(newMesh?==?cMesh)?{?findedMesh?=?true;?break;?}
if?(!findedMesh)?mesh.Add(newMesh);
else?EditorUtility.DisplayDialog(“Warning“?“Gameobject?already?added“?“OK“);
}
}
else?if?(meshFindType?==?MeshToTerrainFindType.layers)
{
meshlayer?=?EditorGUILayout.layerField(“layer:?“?meshlayer);
}

EditorGUILayout.Space();
}

showTerrains?=?EditorGUILayout.Foldout(showTerrains?“Terrains:?“);
if?(showTerrains)
{
terrainType?=?(MeshToTerrainSelectTerrainTyp

?屬性????????????大小?????日期????時間???名稱
-----------?---------??----------?-----??----
?????目錄???????????0??2016-02-29?15:37??U3D與OBJ互轉\
?????目錄???????????0??2016-02-29?15:37??U3D與OBJ互轉\Editor\
?????文件????????6775??2015-03-02?11:35??U3D與OBJ互轉\Editor\ExportTerrain.js
?????文件?????????178??2015-10-29?14:45??U3D與OBJ互轉\Editor\ExportTerrain.js.meta
?????文件???????18631??2013-05-17?21:15??U3D與OBJ互轉\Editor\MeshToTerrain.cs
?????文件?????????178??2015-10-29?14:48??U3D與OBJ互轉\Editor\MeshToTerrain.cs.meta
?????文件????????3026??2013-04-17?17:40??U3D與OBJ互轉\Editor\MountainsCreate.js
?????文件?????????178??2015-10-29?14:45??U3D與OBJ互轉\Editor\MountainsCreate.js.meta
?????目錄???????????0??2016-02-29?15:37??U3D與OBJ互轉\Editor_01\
?????文件????????6775??2015-03-02?11:35??U3D與OBJ互轉\Editor_01\ExportTerrain.js
?????目錄???????????0??2016-02-29?15:37??U3D與OBJ互轉\Editor_01\Materials\
?????文件????????4220??2015-03-02?11:40??U3D與OBJ互轉\Editor_01\Materials\defaultMat.mat
?????文件????????3026??2013-04-17?17:40??U3D與OBJ互轉\Editor_01\MountainsCreate.js
?????文件?????6227313??2015-03-02?11:37??U3D與OBJ互轉\Editor_01\Terrain.obj

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