Placing probes using scripting

本文介绍了一种使用Unity编辑器脚本自动化放置光照探针的方法。通过编写自定义脚本,可以创建带有光照探组组件的游戏对象,并按预设规则在场景中自动布置光照探针位置。示例脚本展示了如何生成圆形或环形分布的光照探针。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

Placing probes using scripting

https://docs.unity3d.com/Manual/LightProbes-Placing-Scripting.html


Placing light probes over large levels by hand can be time consuming. You can automate the placing of light probes by writing your own editor scripts. Your script can create a new GameObject with a LightProbeGroup component, and you can add probe positions individually according to any rules that you choose to program.

For example, this script can place Light Probes in a circle or a ring.

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);
    }
   }
  }
 }
}

内容概要:本文详细探讨了基于MATLAB/SIMULINK的多载波无线通信系统仿真及性能分析,重点研究了以OFDM为代表的多载波技术。文章首先介绍了OFDM的基本原理和系统组成,随后通过仿真平台分析了不同调制方式的抗干扰性能、信道估计算法对系统性能的影响以及同步技术的实现与分析。文中提供了详细的MATLAB代码实现,涵盖OFDM系统的基本仿真、信道估计算法比较、同步算法实现和不同调制方式的性能比较。此外,还讨论了信道特征、OFDM关键技术、信道估计、同步技术和系统级仿真架构,并提出了未来的改进方向,如深度学习增强、混合波形设计和硬件加速方案。; 适合人群:具备无线通信基础知识,尤其是对OFDM技术有一定了解的研究人员和技术人员;从事无线通信系统设计与开发的工程师;高校通信工程专业的高年级本科生和研究生。; 使用场景及目标:①理解OFDM系统的工作原理及其在多径信道环境下的性能表现;②掌握MATLAB/SIMULINK在无线通信系统仿真中的应用;③评估不同调制方式、信道估计算法和同步算法的优劣;④为实际OFDM系统的设计和优化提供理论依据和技术支持。; 其他说明:本文不仅提供了详细的理论分析,还附带了大量的MATLAB代码示例,便于读者动手实践。建议读者在学习过程中结合代码进行调试和实验,以加深对OFDM技术的理解。此外,文中还涉及了一些最新的研究方向和技术趋势,如AI增强和毫米波通信,为读者提供了更广阔的视野。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值