Files
Mujoco_WASM/unity/Runtime/Components/Shapes/MjHeightFieldShape.cs
T

76 lines
2.2 KiB
C#

// Copyright 2019 DeepMind Technologies Limited
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
using System;
using System.IO;
using System.Linq;
using System.Xml;
using UnityEngine;
namespace Mujoco
{
[Serializable]
public class MjHeightFieldShape : IMjShape
{
public Terrain terrain;
[Tooltip("The path, relative to Application.dataPath, where the heightmap data will be save in PNG format.")]
public string heightMapExportPath;
public string FullHeightMapPath => Path.GetFullPath(Path.Combine(Application.dataPath, heightMapExportPath));
public int HeightMapWidth => terrain.terrainData.heightmapTexture.width;
public int HeightMapHeight => terrain.terrainData.heightmapTexture.height;
public Vector3 HeightMapScale => terrain.terrainData.heightmapScale;
public void ToMjcf(XmlElement mjcf, Transform transform)
{
ExportHeightMap();
var scene = MjScene.Instance;
var assetName = scene.GenerationContext.AddHeightFieldAsset(this);
mjcf.SetAttribute("hfield", assetName);
}
public void FromMjcf(XmlElement mjcf)
{
}
public void ExportHeightMap()
{
RenderTexture.active = terrain.terrainData.heightmapTexture;
Texture2D texture = new Texture2D(RenderTexture.active.width, RenderTexture.active.height);
texture.ReadPixels(new Rect(0, 0, RenderTexture.active.width, RenderTexture.active.height), 0, 0);
RenderTexture.active = null;
File.WriteAllBytes(FullHeightMapPath, texture.EncodeToPNG());
}
public Vector4 GetChangeStamp()
{
return Vector4.one;
}
public Tuple<Vector3[], int[]> BuildMesh()
{
return Tuple.Create(new Vector3[]{}, new int[]{});
}
public void DebugDraw(Transform transform)
{
}
}
}