Inheritance: Behaviour
 internal void InitializeDefaults(Terrain terrain, int index)
 {
   this.m_Terrain = terrain;
   this.m_PrototypeIndex = index;
   DetailPrototype detailPrototype = this.m_PrototypeIndex != -1 ? this.m_Terrain.terrainData.detailPrototypes[this.m_PrototypeIndex] : new DetailPrototype();
   this.m_Detail = detailPrototype.prototype;
   this.m_NoiseSpread = detailPrototype.noiseSpread;
   this.m_MinWidth = detailPrototype.minWidth;
   this.m_MaxWidth = detailPrototype.maxWidth;
   this.m_MinHeight = detailPrototype.minHeight;
   this.m_MaxHeight = detailPrototype.maxHeight;
   this.m_HealthyColor = detailPrototype.healthyColor;
   this.m_DryColor = detailPrototype.dryColor;
   switch (detailPrototype.renderMode)
   {
     case DetailRenderMode.GrassBillboard:
       Debug.LogError((object) "Detail meshes can't be rendered as billboards");
       this.m_RenderMode = DetailMeshRenderMode.Grass;
       break;
     case DetailRenderMode.VertexLit:
       this.m_RenderMode = DetailMeshRenderMode.VertexLit;
       break;
     case DetailRenderMode.Grass:
       this.m_RenderMode = DetailMeshRenderMode.Grass;
       break;
   }
   this.OnWizardUpdate();
 }
	void OnWizardUpdate() {
		this.helpString = 	"This tool exports the splatmap (layer weight texture) of a terrain to a PNG image.\n"+
							"Optionally, the alpha channel is saved to a separate image.\n";
        if( Selection.activeGameObject != null ) this.terrain = Selection.activeGameObject.GetComponent<Terrain>();
		if(this.terrain == null) this.terrain = GameObject.FindObjectOfType(typeof(Terrain)) as Terrain;
		this.isValid = this.terrain != null && this.terrain.terrainData != null;
	}
		internal void InitializeDefaults(Terrain terrain, int index)
		{
			this.m_Terrain = terrain;
			this.m_PrototypeIndex = index;
			DetailPrototype detailPrototype;
			if (this.m_PrototypeIndex == -1)
			{
				detailPrototype = new DetailPrototype();
				detailPrototype.renderMode = DetailRenderMode.GrassBillboard;
			}
			else
			{
				detailPrototype = this.m_Terrain.terrainData.detailPrototypes[this.m_PrototypeIndex];
			}
			this.m_DetailTexture = detailPrototype.prototypeTexture;
			this.m_MinWidth = detailPrototype.minWidth;
			this.m_MaxWidth = detailPrototype.maxWidth;
			this.m_MinHeight = detailPrototype.minHeight;
			this.m_MaxHeight = detailPrototype.maxHeight;
			this.m_NoiseSpread = detailPrototype.noiseSpread;
			this.m_HealthyColor = detailPrototype.healthyColor;
			this.m_DryColor = detailPrototype.dryColor;
			this.m_Billboard = (detailPrototype.renderMode == DetailRenderMode.GrassBillboard);
			this.OnWizardUpdate();
		}
 private void InitializeDefaults(Terrain terrain)
 {
     base.m_Terrain = terrain;
     object[] objArray1 = new object[] { "Width ", terrain.terrainData.heightmapWidth, " Height ", terrain.terrainData.heightmapHeight };
     base.helpString = string.Concat(objArray1);
     this.OnWizardUpdate();
 }
        public static void SplitTerrainIntoWorldCells(
            OpenWorldSettings openWorldSettings, UnityEngine.Terrain terrainToSplit,
            int heightMapResolution, int alphaMapResolution, int detailMapResolution
            )
        {
            int splits = UnityTools.TerrainTools.CalculateChunksInTerrain(terrainToSplit, openWorldSettings.cellSize);

            int maxGrids = openWorldSettings.gridResolution;

            if (splits > maxGrids)
            {
                Debug.LogError("Splitting would require: " + splits + "x" + splits + " cell resolution..., current max is: " + maxGrids + "x" + maxGrids + ". Try increasing cell size or cell resolution...");
                return;
            }

            GameSettingsList.disableRefresh = true;
            Dictionary <Vector2Int, UnityEngine.Terrain> splitTerrains = UnityTools.TerrainTools.SplitTerrainIntoChunks(
                terrainToSplit, openWorldSettings.cellSize,
                heightMapResolution, alphaMapResolution, detailMapResolution
                );

            if (splitTerrains != null)
            {
                SplitTerrainsIntoScenes(openWorldSettings, splitTerrains);
            }
            GameSettingsList.disableRefresh = false;
        }
        public static Vector3 DeriveScale(Terrain terrain, float resolution
            , out int widthCount, out int depthCount)
        {
            widthCount = 0;
            depthCount = 0;

            if (terrain == null || terrain.terrainData == null || resolution <= 0)
                return Vector3.zero;

            Vector3 scale = terrain.terrainData.heightmapScale;
            widthCount = terrain.terrainData.heightmapWidth;
            depthCount = terrain.terrainData.heightmapHeight;

            if (resolution > 0 && resolution < 1)
            {
                Vector3 size = terrain.terrainData.size;
                widthCount = Mathf.FloorToInt(size.x / scale.x * resolution);
                depthCount = Mathf.FloorToInt(size.z / scale.z * resolution);

                scale.x = size.x / (float)widthCount;
                scale.z = size.z / (float)depthCount;

                // For the vertices along the maximum bounds...
                widthCount++;
                depthCount++;
            }

            return scale;
        }
Beispiel #7
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        private void Start()
        {
            Terrain = GetComponent <UnityEngine.Terrain>();
            Terrain.SetNeighbors(_left, _top, _right, _bottom);

            TerrainManager.Instance.RegisterTerrain(this);
        }
Beispiel #8
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        public void setNeighbors(TerrainEntity left, TerrainEntity top, TerrainEntity right, TerrainEntity bottom)
        {
            UnityTerrain left_terrain   = null;
            UnityTerrain top_terrain    = null;
            UnityTerrain right_terrain  = null;
            UnityTerrain bottom_terrain = null;

            if (left != null)
            {
                left_terrain = left.terrain;
            }
            if (top != null)
            {
                top_terrain = top.terrain;
            }
            if (right != null)
            {
                right_terrain = right.terrain;
            }
            if (bottom != null)
            {
                bottom_terrain = bottom.terrain;
            }

            this.terrain.SetNeighbors(left_terrain, top_terrain, right_terrain, bottom_terrain);
        }
            /// <summary>
            /// Computes positions for this Tile and caches
            /// them.
            /// </summary>
            public void ComputePositions()
            {
                Positions = new PositionsContainer[Pool._placer.ObjectsToPlace.Count];
                UnityEngine.Terrain t = Tile.MeshManager.ActiveTerrain;
                float amp             = TerraConfig.Instance.Generator.Amplitude;

                for (int i = 0; i < Positions.Length; i++)
                {
                    ObjectDetailNode objectPlacementData = Pool._placer.ObjectsToPlace[i];
                    Vector2[]        samples             = objectPlacementData.SamplePositions(Tile.Random);
                    List <Vector3>   worldPositions      = new List <Vector3>((int)(Positions.Length * 0.66f));

                    for (var j = 0; j < samples.Length; j++)
                    {
                        Vector2 pos    = samples[j];
                        float   height = t.terrainData.GetInterpolatedHeight(pos.x, pos.y);
                        float   angle  = Vector3.Angle(Vector3.up, t.terrainData.GetInterpolatedNormal(pos.x, pos.y)) / 90;
                        Vector2 world  = MathUtil.NormalToWorld(Tile.GridPosition, pos);

                        if (objectPlacementData.ShouldPlaceAt(world.x, world.y, height / amp, angle))
                        {
                            worldPositions.Add(new Vector3(world.x, height, world.y));
                        }
                    }

                    Positions[i] = new PositionsContainer(worldPositions.ToArray(), objectPlacementData);
                }
            }
Beispiel #10
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    public static void CacheTextures()
    {
        Debug.Log("Caching Terrain splatmap lookups, please wait...");
        UnityEngine.Terrain activeTerrain = UnityEngine.Terrain.activeTerrain;
        TerrainData         terrainData   = activeTerrain.terrainData;
        Vector3             position      = activeTerrain.transform.position;

        float[,,] numArray = terrainData.GetAlphamaps(0, 0, terrainData.alphamapWidth, terrainData.alphamapHeight);
        textures           = new byte[numArray.GetUpperBound(0) + 1, numArray.GetUpperBound(1) + 1];
        for (int i = 0; i < terrainData.alphamapWidth; i++)
        {
            for (int j = 0; j < terrainData.alphamapHeight; j++)
            {
                float num3 = 0f;
                int   num4 = 0;
                for (int k = 0; k < (numArray.GetUpperBound(2) + 1); k++)
                {
                    if (numArray[i, j, k] >= num3)
                    {
                        num4 = k;
                        num3 = numArray[i, j, k];
                    }
                }
                textures[i, j] = (byte)num4;
            }
        }
        GC.Collect(GC.MaxGeneration, GCCollectionMode.Forced);
    }
        /// <summary>
        /// Adds a <see cref="UnityEngine.Terrain"/> component to this <see cref="Tile"/>'s
        /// gameobject and sets it up according to <see cref="TerraConfig"/>.
        /// Overwrites <see cref="ActiveTerrain"/> if it already exists.
        /// </summary>
        public void AddTerrainComponent()
        {
            //Destory current Terrain instance if it exists
            if (ActiveTerrain != null)
            {
#if UNITY_EDITOR
                UnityEngine.Object.DestroyImmediate(ActiveTerrain);
#else
                UnityEngine.Object.Destroy(ActiveTerrain);
#endif
            }

            TerraConfig         conf   = TerraConfig.Instance;
            int                 length = conf.Generator.Length;
            UnityEngine.Terrain t      = _tile.gameObject.AddComponent <UnityEngine.Terrain>();

            t.terrainData      = new TerrainData();
            t.terrainData.size = new Vector3(length, conf.Generator.Amplitude, length);
            t.allowAutoConnect = true;
            t.drawInstanced    = true;

            TerrainCollider tc = _tile.gameObject.AddComponent <TerrainCollider>();
            tc.terrainData = t.terrainData;

            t.materialTemplate = conf.Generator.TerrainMaterial != null ? conf.Generator.TerrainMaterial : GetDefaultTerrainMaterial();
        }
Beispiel #12
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        public static void Apply(TextAsset heightmap, UnityEngine.Terrain terrain, AnimationCurve curve)
        {
            float[,] array = null;
            int resolution = 0;

#pragma warning disable 219
            float sealevel;
#pragma warning restore
            using (System.IO.StreamReader file = new System.IO.StreamReader(AssetDatabase.GetAssetPath(heightmap))) {
                resolution = System.Convert.ToInt32(file.ReadLine());
                sealevel   = float.Parse(file.ReadLine());
                array      = new float[resolution, resolution];
                Debug.Log(resolution);
                long i = 0;
                while (file.Peek() >= 0)
                {
                    float v = System.Convert.ToSingle(file.ReadLine());
                    array[(resolution - 1) - (i / resolution), i % resolution] = curve.Evaluate(v);
                    i++;
                }
            }

            TerrainData data = terrain.terrainData;

            data.heightmapResolution = resolution;
            data.baseMapResolution   = resolution;
            data.SetHeights(0, 0, array);
            EditorUtility.SetDirty(data);
            EditorUtility.SetDirty(terrain);
        }
Beispiel #13
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 private void Stitch()
 {
     for (int i = 0; i < 4; i++)
     {
         for (int j = 0; j < 4; j++)
         {
             UnityEngine.Terrain terrain = this.FindTerrain(i, j);
             if (terrain != null)
             {
                 Debug.Log("found terrain");
                 UnityEngine.Terrain left   = this.FindTerrain(i - 1, j);
                 UnityEngine.Terrain right  = this.FindTerrain(i + 1, j);
                 UnityEngine.Terrain top    = this.FindTerrain(i, j + 1);
                 UnityEngine.Terrain bottom = this.FindTerrain(i, j - 1);
                 terrain.SetNeighbors(left, top, right, bottom);
                 if (left == null)
                 {
                 }
             }
             else
             {
                 Debug.Log(string.Concat(new object[] { "couldnt find terrain :", this.name_base, "_x", i, "_y", j }));
             }
         }
     }
 }
Beispiel #14
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        public static void Apply(Texture2D heightmap, UnityEngine.Terrain terrain, AnimationCurve curve)
        {
            TerrainData data = terrain.terrainData;

            data.heightmapResolution = heightmap.width + 1;
            data.baseMapResolution   = heightmap.width;
            Color32[] pixels = heightmap.GetPixels32();
            float[,] heightmapData = new float[heightmap.width, heightmap.height];

            for (int y = 0; y < heightmapData.GetLength(1); y++)
            {
                for (int x = 0; x < heightmapData.GetLength(0); x++)
                {
                    float sample = SampleHeightMap(pixels[x * heightmap.width + y], (float)data.heightmapResolution);
                    heightmapData[x, y] = curve.Evaluate(sample);
                }
            }

            for (int y = 0; y < heightmapData.GetLength(1); y++)
            {
                for (int x = 0; x < heightmapData.GetLength(0); x++)
                {
                    heightmapData[x, y] = GetBlurred(x, y, heightmapData);
                }
            }

            data.SetHeights(0, 0, heightmapData);
            EditorUtility.SetDirty(data);
            EditorUtility.SetDirty(terrain);
        }
Beispiel #15
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        public override void OnInspectorGUI()
        {
            ApplyHeightmap obj = target as ApplyHeightmap;

            obj.maxHeight = EditorGUILayout.CurveField("height curve", obj.maxHeight, GUILayout.Height(50));



            mTerrain = obj.GetComponent <Terrain>();

            if (mTerrain == null)
            {
                GUILayout.Label("Select a Terrain to apply the heightmap.");
            }

            GUILayout.Space(5);
            GUILayout.Label("Import from Texture", "boldLabel");
            obj.mHeightmap = EditorGUILayout.ObjectField("heightmap", obj.mHeightmap, typeof(Texture2D), false) as Texture2D;
            GUI.enabled    = mTerrain != null && obj.mHeightmap != null;
            if (GUILayout.Button("Height To Terrain"))
            {
                Apply(obj.mHeightmap, mTerrain, obj.maxHeight);
            }

            GUILayout.Space(5);
            GUI.enabled = true;
            GUILayout.Label("Import from Text Asset", "boldLabel");
            obj.mHeightmapText = EditorGUILayout.ObjectField("heightmap text", obj.mHeightmapText, typeof(TextAsset), false) as TextAsset;
            GUI.enabled        = mTerrain != null && obj.mHeightmapText != null;
            if (GUILayout.Button("Height To Terrain"))
            {
                Apply(obj.mHeightmapText, mTerrain, obj.maxHeight);
            }
        }
Beispiel #16
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 public static void RefreshTreeTextures(UnityEngine.Terrain terrain)
 {
     if (terrain == null)
     {
         throw new NullReferenceException();
     }
     if (!RanOnce)
     {
         RanOnce = true;
         if (AbleToLocateOnTerrainChanged)
         {
             try
             {
                 OnTerrainChanged.Invoke(terrain, TriggerTreeChangeValues);
                 Working = true;
                 return;
             }
             catch (Exception exception)
             {
                 Debug.LogException(exception);
                 Working = false;
             }
         }
     }
     if (Working)
     {
         OnTerrainChanged.Invoke(terrain, TriggerTreeChangeValues);
     }
     else
     {
         terrain.Flush();
     }
 }
Beispiel #17
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        /// <summary>
        /// Apply height map onto unity terrain. Keep in mind that this will write in the terrain data so make a backup before calling this method
        /// </summary>
        /// <param name="terrain">Terrain to apply height map onto</param>
        /// <param name="heights">Heights to apply</param>
        public static void ApplyHeightMap(this UnityEngine.Terrain terrain, float[] heights)
        {
            int resolution = (int)Mathf.Sqrt(heights.Length);

            float[,] unityHeights = new float[resolution, resolution];

            Vector2 pos = Vector2.zero;

            for (int i = 0; i < heights.Length; i++)
            {
                unityHeights[(int)pos.x, (int)pos.y] = heights[i];

                if (pos.x < resolution - 1)
                {
                    pos.x += 1;
                }
                else
                {
                    pos.x  = 0;
                    pos.y += 1;
                }
            }

            terrain.terrainData.SetHeights(0, 0, unityHeights);
        }
Beispiel #18
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    IEnumerator DrawRoads()
    {
        yield return(new WaitForSeconds(3f));

        UnityEngine.Terrain t       = GetComponent <UnityEngine.Terrain>();
        Texture2D           texture = t.terrainData.splatPrototypes[0].texture;

        while (true)
        {
            for (int x = 0; x < GameManager.WIDTH; x++)
            {
                for (int y = 0; y < GameManager.LENGTH; y++)
                {
//                    texture.SetPixel(y, x, texture.GetPixel(y, x) + (Color.black * Roads[x, y]));
                    if (Roads[x, y] > 0)
                    {
                        float h, s, v;
                        Color.RGBToHSV(texture.GetPixel(x, y), out h, out s, out v);
                        Color c = Color.HSVToRGB(h, s, 1.0f - Roads[x, y]);
                        texture.SetPixel(x, y, c);
                    }
                }
            }

            SplatPrototype splat = new SplatPrototype();
            splat.texture    = texture;
            splat.tileOffset = new Vector2(0, 0);
            splat.tileSize   = new Vector2(GameManager.WIDTH, GameManager.LENGTH);
            splat.texture.Apply(true);
            t.terrainData.splatPrototypes = new SplatPrototype[] { splat };

            yield return(new WaitForSeconds(1f));
        }
    }
 internal void InitializeImportRaw(Terrain terrain, string path)
 {
     base.m_Terrain = terrain;
     this.m_Path = path;
     this.PickRawDefaults(this.m_Path);
     base.helpString = "Raw files must use a single channel and be either 8 or 16 bit.";
     this.OnWizardUpdate();
 }
 /// <summary>
 ///   <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
 /// </summary>
 /// <param name="renderer">The Renderer to use when searching for a system to update.</param>
 /// <param name="terrain">The Terrain to use when searching for systems to update.</param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="width"></param>
 /// <param name="height"></param>
 public static void UpdateMaterials(Terrain terrain)
 {
   if ((Object) terrain == (Object) null)
     throw new ArgumentNullException("terrain");
   if ((Object) terrain.terrainData == (Object) null)
     throw new ArgumentException("Invalid terrainData.");
   DynamicGI.UpdateMaterialsForTerrain(terrain, new Rect(0.0f, 0.0f, 1f, 1f));
 }
 internal static void RemoveDetail(Terrain terrain, int index)
 {
   TerrainData terrainData = terrain.terrainData;
   if ((Object) terrainData == (Object) null)
     return;
   Undo.RegisterCompleteObjectUndo((Object) terrainData, "Remove detail object");
   terrainData.RemoveDetailPrototype(index);
 }
 // Use this for initialization
 void Start()
 {
     ProcedTerrain = GetComponent <UnityEngine.Terrain> ();
     HeightList    = new float[512, 512];
     seed          = -1;
     Current       = TerrainType.None;
     PerlinChange  = false;
 }
Beispiel #23
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 public static void EnsureInit()
 {
     if (cachedTerrain != UnityEngine.Terrain.activeTerrain)
     {
         CacheTextures();
         cachedTerrain = UnityEngine.Terrain.activeTerrain;
     }
 }
Beispiel #24
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    public void ProcessSplats(UnityEngine.Terrain t, Vector3 center)
    {
        TerrainData data          = t.terrainData;
        var         terrainLayers = this.terrainLayers;

        Vector3 a = center - tileSize;
        Vector3 b = center + tileSize;

        data.alphamapResolution = splatSamples;

        int splatmapKernel = shader.FindKernel(splatmapKernelName);

        PipeData(shader, splatmapKernel, "Perms");
        PipeData(shader, splatmapKernel, "Noises");
        PipeData(shader, splatmapKernel, "Ubers");

        PipeData(shader, craterData);
        int size         = splatSamples;
        int layers       = terrainLayers.Length;
        var splatsBuffer = Buffer("Splats", size * size * layers, sizeof(float));
        var splats       = shader.GetSplats3d(splatsBuffer, a, b, splatSamples, layers, splatmapKernel);

        for (int xx = 0; xx < size; xx++)
        {
            for (int yy = 0; yy < size; yy++)
            {
                float sum = 0;
                for (int layer = 0; layer < layers; layer++)
                {
                    float val = splats[xx, yy, layer];
                    sum += val * val;
                }

                float nX    = xx * 1.0f / (size - 1.0f);
                float nY    = yy * 1.0f / (size - 1.0f);
                float angle = data.GetSteepness(nY, nX);
                float slope = Clamp01(angle / slopeAngle);
                slope = slope * slope * slope;

                splats[xx, yy, 0] = slope;
                // Apply normalization and slope
                for (int layer = 1; layer < layers; layer++)
                {
                    float val = splats[xx, yy, layer];
                    val *= val;

                    splats[xx, yy, layer] = (val * (1 - slope)) / sum;
                }
            }
        }


        data.terrainLayers = terrainLayers;
        data.RefreshPrototypes();

        data.SetAlphamaps(0, 0, splats);
        data.RefreshPrototypes();
    }
        private void InitialOneScene(UnityEngine.SceneManagement.Scene scene)
        {
            GameObject[] roots = scene.GetRootGameObjects();
            int          c1    = 0;
            int          c2    = 0;
            int          c3    = 0;
            int          total = 0;

            for (int i = 0; i < roots.Length; i++)
            {
                GameObject          obj = roots[i];
                UnityEngine.Terrain t   = obj.GetComponent <UnityEngine.Terrain>();
                if (t == null)
                {
                    Transform[] trans = obj.GetComponentsInChildren <Transform>(true);
                    for (int j = 0; j < trans.Length; j++)
                    {
                        GameObject child = trans[j].gameObject;

                        Vector2 pos = new Vector2(trans[j].position.x, trans[j].position.z);

                        if (Math.Abs(pos.x) < 4000 && Math.Abs(pos.y) < 4000 && pos.magnitude > 1)
                        {
                            try
                            {
                                if (child.name.StartsWith("Prop") || child.name.ToLower().StartsWith("stone") || child.name.StartsWith("prop"))
                                {
                                    if (child.layer == UnityLayerManager.GetLayerIndex(EUnityLayerName.SmallthingNear))
                                    {
                                        smallMap.Insert(child, pos);
                                        c1++;
                                    }
                                    else
                                    {
                                        MidMap.Insert(child, pos);
                                        c2++;
                                    }
                                }
                                else
                                {
                                    map.Insert(child, pos);
                                    c3++;
                                }
                                //child.SetActive(false);
                                total++;
                            }
                            catch (Exception e)
                            {
                                _logger.ErrorFormat("culling insert error {0}", e.Message);
                            }
                        }
                    }
                }
            }

            _logger.InfoFormat("culling insert t={4}, s={0},m={1},b={2} at scene {3}", c1, c2, c3, scene.name, total);
        }
Beispiel #26
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        public void Init(Terrain _terrain, MapDataGround.Tile[,] tiles, float[,] height, byte[,] zones)
        {
            InitGlobal();
            InitWorld();

            terrain = _terrain;

            InitTerrain(tiles, height, zones);
        }
 public override void Setup(Renderer render, IFPV_Object parent)
 {
     terrain = GetComponent<Terrain>();
     _parent = parent;
     _render = render;
     _originalLayer = gameObject.layer;
     isVisible = true;
     viewChanged = false;
 }
 internal static void RemoveDetail(Terrain terrain, int index)
 {
     TerrainData terrainData = terrain.terrainData;
     if (terrainData != null)
     {
         Undo.RegisterCompleteObjectUndo(terrainData, "Remove detail object");
         terrainData.RemoveDetailPrototype(index);
     }
 }
		internal static void RemoveTree(Terrain terrain, int index)
		{
			TerrainData terrainData = terrain.terrainData;
			if (terrainData == null)
			{
				return;
			}
			Undo.RegisterCompleteObjectUndo(terrainData, "Remove tree");
			terrainData.RemoveTreePrototype(index);
		}
 /// <summary>
 ///   <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
 /// </summary>
 /// <param name="renderer">The Renderer to use when searching for a system to update.</param>
 /// <param name="terrain">The Terrain to use when searching for systems to update.</param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="width"></param>
 /// <param name="height"></param>
 public static void UpdateMaterials(Terrain terrain, int x, int y, int width, int height)
 {
   if ((Object) terrain == (Object) null)
     throw new ArgumentNullException("terrain");
   if ((Object) terrain.terrainData == (Object) null)
     throw new ArgumentException("Invalid terrainData.");
   float alphamapWidth = (float) terrain.terrainData.alphamapWidth;
   float alphamapHeight = (float) terrain.terrainData.alphamapHeight;
   DynamicGI.UpdateMaterialsForTerrain(terrain, new Rect((float) x / alphamapWidth, (float) y / alphamapHeight, (float) width / alphamapWidth, (float) height / alphamapHeight));
 }
Beispiel #31
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        // for world shifting
        // public float[] Offset { get; private set; }

        public void InitForDetail(UnityEngine.Terrain terrain, TerrainData data, float detailDistance, Vector3 basePos)
        {
            InitCommon(terrain, data, basePos);

            _detailDensity  = terrain.detailObjectDensity;
            _detailDistance = detailDistance;

            _detailResolution         = data.detailResolution;
            _detailResolutionPerPatch = data.detailResolutionPerPatch;
        }
	void OnWizardUpdate() {
		this.helpString =	"This tool replaces the selected terrain's splatmap (layer weight texture) with another image.\n\n" +
							"The texture format must be uncompressed (set to \"Truecolor\" in inspector).\n\n" +
							"This tool cannot add or remove texture layers. The terrain must have all its layers defined\n" + 
							"before importing. If only 2 layers are present, just the red and green channels are imported.\n";
		
        if( Selection.activeGameObject != null ) this.terrain = Selection.activeGameObject.GetComponent<Terrain>();
		if(this.terrain == null) this.terrain = GameObject.FindObjectOfType(typeof(Terrain)) as Terrain;
		this.isValid = this.newSplatmap != null && this.terrain != null && this.terrain.terrainData != null;		
	}
Beispiel #33
0
 private void UpdateMapsNow(Vector3 gridPosition)
 {
     UnityEngine.Terrain activeTerrain = UnityEngine.Terrain.activeTerrain;
     if (activeTerrain != null)
     {
         this.probabilityGenerator.UpdateMap(activeTerrain.transform.InverseTransformPoint(gridPosition));
         this.levelMaterial.SetTexture("_TextureIndexTex", this.probabilityGenerator.probabilityTexture);
         this.levelMaterial.SetVector("_TerrainPosition", activeTerrain.transform.position);
     }
 }
Beispiel #34
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 public TerrainEntity(int x, int z, float[,] height_map, float terrain_height,
                      GameObject game_object, UnityTerrain terrain
                      )
 {
     this.pos_x          = x;
     this.pos_z          = z;
     this.height_map     = height_map;
     this.terrain_height = terrain_height;
     this.game_object    = game_object;
     this.terrain        = terrain;
 }
Beispiel #35
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 private void OnValidate()
 {
     if (this.terrain == null)
     {
         UnityEngine.Terrain terrain = UnityEngine.Object.FindObjectOfType <UnityEngine.Terrain>();
         if (terrain != null)
         {
             this.terrain = terrain.gameObject;
         }
     }
 }
        public static void Initialize()
        {
            if (Loaded == false) {

                LSDatabase database = LSFSettingsManager.GetSettings ().Database;
                _currentDatabase = database;
                Loaded = true;
                LockstepManager.Setup();
            }
            Terrain = GameObject.FindObjectOfType<Terrain> ();
        }
		public static void PlaceTrees(Terrain terrain, float xBase, float yBase)
		{
			if (terrain.terrainData.treePrototypes.Length == 0)
			{
				return;
			}
			TreePainter.selectedTree = Mathf.Min(TerrainInspectorUtil.GetPrototypeCount(terrain.terrainData) - 1, TreePainter.selectedTree);
			if (!TerrainInspectorUtil.PrototypeIsRenderable(terrain.terrainData, TreePainter.selectedTree))
			{
				return;
			}
			int num = 0;
			TreeInstance instance = default(TreeInstance);
			instance.position = new Vector3(xBase, 0f, yBase);
			instance.color = TreePainter.GetTreeColor();
			instance.lightmapColor = Color.white;
			instance.prototypeIndex = TreePainter.selectedTree;
			instance.heightScale = TreePainter.GetTreeHeight();
			instance.widthScale = ((!TreePainter.lockWidthToHeight) ? TreePainter.GetTreeWidth() : instance.heightScale);
			instance.rotation = TreePainter.GetTreeRotation();
			bool flag = Event.current.type == EventType.MouseDrag || TreePainter.brushSize > 1f;
			if (!flag || TerrainInspectorUtil.CheckTreeDistance(terrain.terrainData, instance.position, instance.prototypeIndex, TreePainter.spacing))
			{
				terrain.AddTreeInstance(instance);
				num++;
			}
			Vector3 prototypeExtent = TerrainInspectorUtil.GetPrototypeExtent(terrain.terrainData, TreePainter.selectedTree);
			prototypeExtent.y = 0f;
			float num2 = TreePainter.brushSize / (prototypeExtent.magnitude * TreePainter.spacing * 0.5f);
			int num3 = (int)(num2 * num2 * 0.5f);
			num3 = Mathf.Clamp(num3, 0, 100);
			int num4 = 1;
			while (num4 < num3 && num < num3)
			{
				Vector2 insideUnitCircle = UnityEngine.Random.insideUnitCircle;
				insideUnitCircle.x *= TreePainter.brushSize / terrain.terrainData.size.x;
				insideUnitCircle.y *= TreePainter.brushSize / terrain.terrainData.size.z;
				Vector3 position = new Vector3(xBase + insideUnitCircle.x, 0f, yBase + insideUnitCircle.y);
				if (position.x >= 0f && position.x <= 1f && position.z >= 0f && position.z <= 1f && TerrainInspectorUtil.CheckTreeDistance(terrain.terrainData, position, TreePainter.selectedTree, TreePainter.spacing * 0.5f))
				{
					instance = default(TreeInstance);
					instance.position = position;
					instance.color = TreePainter.GetTreeColor();
					instance.lightmapColor = Color.white;
					instance.prototypeIndex = TreePainter.selectedTree;
					instance.heightScale = TreePainter.GetTreeHeight();
					instance.widthScale = ((!TreePainter.lockWidthToHeight) ? TreePainter.GetTreeWidth() : instance.heightScale);
					instance.rotation = TreePainter.GetTreeRotation();
					terrain.AddTreeInstance(instance);
					num++;
				}
				num4++;
			}
		}
        void Start()
        {
            EthKeyManager = GetComponentInParent <EthKeyManager>();
            LandManager   = GetComponentInParent <LandManager>();

            Text    = GetComponentInChildren <TextMesh>();
            Terrain = GetComponentInChildren <Terrain>();

            Text.gameObject.SetActive(false);
            Terrain.gameObject.SetActive(false);
        }
Beispiel #39
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 /// <summary>
 /// <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
 /// </summary>
 /// <param name="renderer">The Renderer to use when searching for a system to update.</param>
 /// <param name="terrain">The Terrain to use when searching for systems to update.</param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="width"></param>
 /// <param name="height"></param>
 public static void UpdateMaterials(Terrain terrain)
 {
     if (terrain == null)
     {
         throw new ArgumentNullException("terrain");
     }
     if (terrain.terrainData == null)
     {
         throw new ArgumentException("Invalid terrainData.");
     }
     UpdateMaterialsForTerrain(terrain, new Rect(0f, 0f, 1f, 1f));
 }
    static bool DynamicGI_UpdateMaterials__Terrain(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 1)
        {
            UnityEngine.Terrain arg0 = (UnityEngine.Terrain)JSMgr.datax.getObject((int)JSApi.GetType.Arg);
            UnityEngine.DynamicGI.UpdateMaterials(arg0);
        }

        return(true);
    }
 private static bool IsValidTree(GameObject tree, int prototypeIndex, Terrain terrain)
 {
   if ((Object) tree == (Object) null)
     return false;
   TreePrototype[] treePrototypes = terrain.terrainData.treePrototypes;
   for (int index = 0; index < treePrototypes.Length; ++index)
   {
     if (index != prototypeIndex && (Object) treePrototypes[index].m_Prefab == (Object) tree)
       return false;
   }
   return true;
 }
Beispiel #42
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        private void Awake()
        {
            Instance = FindObjectOfType <TerrainManager>();

            ActiveTerrain = FindObjectOfType <UnityEngine.Terrain>();

            Data = ActiveTerrain.terrainData;

            IsInitialized = true;

            SaveTerrainData();
        }
Beispiel #43
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 public void UpdateLevels(Vector3 position)
 {
     base.transform.position = Vector3.zero;
     UnityEngine.Terrain activeTerrain = UnityEngine.Terrain.activeTerrain;
     if (activeTerrain != null)
     {
         foreach (FPGrassLevel level in this.children)
         {
             level.UpdateLevel(position, activeTerrain);
         }
     }
 }
Beispiel #44
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        /// <summary>
        /// Creates an array of valid neighboring Terrains that fit the following
        /// requirements:
        /// - not null
        /// - heightmap resolutions match between neighboring tile and this one
        /// </summary>
        /// <param name="n">Neighborhood of tiles</param>
        private UnityEngine.Terrain[] GetValidNeighbors(Neighborhood n)
        {
            UnityEngine.Terrain left = n.Left == null || n.Left.MeshManager.HeightmapResolution != HeightmapResolution ?
                                       null : n.Left.MeshManager.ActiveTerrain;
            UnityEngine.Terrain top = n.Up == null || n.Up.MeshManager.HeightmapResolution != HeightmapResolution ?
                                      null : n.Up.MeshManager.ActiveTerrain;
            UnityEngine.Terrain right = n.Right == null || n.Right.MeshManager.HeightmapResolution != HeightmapResolution ?
                                        null : n.Right.MeshManager.ActiveTerrain;
            UnityEngine.Terrain bottom = n.Down == null || n.Down.MeshManager.HeightmapResolution != HeightmapResolution ?
                                         null : n.Down.MeshManager.ActiveTerrain;

            return(new[] { left, top, right, bottom });
        }
		internal new void InitializeDefaults(Terrain terrain)
		{
			this.m_Terrain = terrain;
			this.m_TerrainWidth = base.terrainData.size.x;
			this.m_TerrainHeight = base.terrainData.size.y;
			this.m_TerrainLength = base.terrainData.size.z;
			this.m_HeightmapResolution = base.terrainData.heightmapResolution;
			this.m_DetailResolution = base.terrainData.detailResolution;
			this.m_DetailResolutionPerPatch = base.terrainData.detailResolutionPerPatch;
			this.m_ControlTextureResolution = base.terrainData.alphamapResolution;
			this.m_BaseTextureResolution = base.terrainData.baseMapResolution;
			this.OnWizardUpdate();
		}
 private void InitializeData(Terrain terrain, int index)
 {
   this.m_Terrain = terrain;
   this.m_Index = index;
   SplatPrototype splatPrototype = index != -1 ? this.m_Terrain.terrainData.splatPrototypes[index] : new SplatPrototype();
   this.m_Texture = splatPrototype.texture;
   this.m_NormalMap = splatPrototype.normalMap;
   this.m_TileSize = splatPrototype.tileSize;
   this.m_TileOffset = splatPrototype.tileOffset;
   this.m_Specular = splatPrototype.specular;
   this.m_Metallic = splatPrototype.metallic;
   this.m_Smoothness = splatPrototype.smoothness;
 }
Beispiel #47
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        public static TriangleMesh TriangulateSurface(Terrain terrain
            , float xmin, float zmin, float xmax, float zmax
            , float resolution
            , float yOffset)
        {
            if (terrain == null || terrain.terrainData == null 
                || resolution <= 0
                || xmin > xmax || zmin > zmax)
            {
                return null;
            }

            int xCount;
            int zCount;
            Vector3 scale = DeriveScale(terrain, resolution, out xCount, out zCount);

            Vector3 origin = terrain.transform.position;

            /*
             * We are generating part of a larger mesh.  The vertices must match that of the larger
             * mesh.
             * 
             * Convert input values to local grid space.
             * Clamp to the heightfield bounds.
             * Convert back to worldspace.
             */
            xmin = origin.x + Mathf.Max(0, Mathf.Floor((xmin - origin.x) / scale.x)) * scale.x;
            zmin = origin.z + Mathf.Max(0, Mathf.Floor((zmin - origin.z) / scale.z)) * scale.z;
            xmax = origin.x + Mathf.Min(xCount, Mathf.Ceil((xmax - origin.x) / scale.x)) * scale.x;
            zmax = origin.z + Mathf.Min(xCount, Mathf.Ceil((zmax - origin.z) / scale.z)) * scale.z;

            if (xmin + scale.x > xmax || zmin + scale.z > zmax)
                // Triangulation zone is too small.
                return null;

            // Everyting is already snapped to the grid.  But there may be floating point errors.
            // So round it.
            xCount = Mathf.RoundToInt((xmax - xmin) / scale.x);
            zCount = Mathf.RoundToInt((zmax - zmin) / scale.z);

            TriangleMesh m = new TriangleMesh(xCount * zCount, (xCount - 1) * (zCount - 1) * 2);

            TriangulateSurface(terrain
                , new Vector3(xmin, origin.y, zmin)
                , scale
                , xCount, zCount
                , yOffset
                , m);

            return m;
        }
Beispiel #48
0
 public void CopyTo(UnityEngine.Terrain terrain)
 {
     terrain.basemapDistance         = this.basemapDistance;
     terrain.castShadows             = this.castShadows;
     terrain.detailObjectDensity     = this.detailObjectDensity;
     terrain.detailObjectDistance    = this.detailObjectDistance;
     terrain.heightmapMaximumLOD     = this.heightmapMaximumLOD;
     terrain.heightmapPixelError     = this.heightmapPixelError;
     terrain.materialTemplate        = this.materialTemplate;
     terrain.treeBillboardDistance   = this.treeBillboardDistance;
     terrain.treeCrossFadeLength     = this.treeCrossFadeLength;
     terrain.treeDistance            = this.treeDistance;
     terrain.treeMaximumFullLODCount = this.treeMaximumFullLODCount;
 }
Beispiel #49
0
 /// <summary>
 /// <para>Schedules an update of the albedo and emissive textures of a system that contains the renderer or the terrain.</para>
 /// </summary>
 /// <param name="renderer">The Renderer to use when searching for a system to update.</param>
 /// <param name="terrain">The Terrain to use when searching for systems to update.</param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="width"></param>
 /// <param name="height"></param>
 public static void UpdateMaterials(Terrain terrain, int x, int y, int width, int height)
 {
     if (terrain == null)
     {
         throw new ArgumentNullException("terrain");
     }
     if (terrain.terrainData == null)
     {
         throw new ArgumentException("Invalid terrainData.");
     }
     float alphamapWidth = terrain.terrainData.alphamapWidth;
     float alphamapHeight = terrain.terrainData.alphamapHeight;
     UpdateMaterialsForTerrain(terrain, new Rect(((float) x) / alphamapWidth, ((float) y) / alphamapHeight, ((float) width) / alphamapWidth, ((float) height) / alphamapHeight));
 }
Beispiel #50
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        /// <summary>
        /// Sets the neighboring <see cref="UnityEngine.Terrain"/> types.
        /// </summary>
        /// <param name="neighbors">Neighboring tiles</param>
        /// <param name="hideTerrain">Should the terrain be hid when setting neighboring tiles?</param>
        public void SetNeighboringTiles(Neighborhood neighbors, bool hideTerrain)
        {
            Neighborhood n = neighbors;

            UnityEngine.Terrain t = ActiveTerrain;
            if (t == null)
            {
                return;
            }

            //WeldNeighbors(neighbors, hideTerrain);
            UnityEngine.Terrain[] tiles = GetValidNeighbors(n);
            t.SetNeighbors(tiles[0], tiles[1], tiles[2], tiles[3]);
        }
        public void DrawBrush(Vector3 pos, float radius, Terrain terrain, Color color, float thickness=3f, int numCorners=32)
        {
            //incline is the height delta in one unit distance
            Handles.color = color;

            Vector3[] corners = new Vector3[numCorners+1];
            float step = 360f/numCorners;
            for (int i=0; i<=corners.Length-1; i++)
            {
            corners[i] = new Vector3( Mathf.Sin(step*i*Mathf.Deg2Rad), 0, Mathf.Cos(step*i*Mathf.Deg2Rad) ) * radius + pos;
            corners[i].y = terrain.SampleHeight(corners[i]);
            }
            Handles.DrawAAPolyLine(thickness, corners);
        }
Beispiel #52
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		public static void UpdateMaterials(Terrain terrain, int x, int y, int width, int height)
		{
			if (terrain == null)
			{
				throw new ArgumentNullException("terrain");
			}
			if (terrain.terrainData == null)
			{
				throw new ArgumentException("Invalid terrainData.");
			}
			float num = (float)terrain.terrainData.alphamapWidth;
			float num2 = (float)terrain.terrainData.alphamapHeight;
			DynamicGI.UpdateMaterialsForTerrain(terrain, new Rect((float)x / num, (float)y / num2, (float)width / num, (float)height / num2));
		}
Beispiel #53
0
 public static void PlaceTrees(Terrain terrain, float xBase, float yBase)
 {
     int prototypeCount = TerrainInspectorUtil.GetPrototypeCount(terrain.terrainData);
     if (((selectedTree != -1) && (selectedTree < prototypeCount)) && TerrainInspectorUtil.PrototypeIsRenderable(terrain.terrainData, selectedTree))
     {
         TreeInstance instance;
         int num2 = 0;
         instance = new TreeInstance {
             position = new Vector3(xBase, 0f, yBase),
             color = GetTreeColor(),
             lightmapColor = Color.white,
             prototypeIndex = selectedTree,
             heightScale = GetTreeHeight(),
             widthScale = !lockWidthToHeight ? GetTreeWidth() : instance.heightScale,
             rotation = GetTreeRotation()
         };
         if (((Event.current.type != EventType.MouseDrag) && (brushSize <= 1f)) || TerrainInspectorUtil.CheckTreeDistance(terrain.terrainData, instance.position, instance.prototypeIndex, spacing))
         {
             terrain.AddTreeInstance(instance);
             num2++;
         }
         Vector3 prototypeExtent = TerrainInspectorUtil.GetPrototypeExtent(terrain.terrainData, selectedTree);
         prototypeExtent.y = 0f;
         float num3 = brushSize / ((prototypeExtent.magnitude * spacing) * 0.5f);
         int num4 = (int) ((num3 * num3) * 0.5f);
         num4 = Mathf.Clamp(num4, 0, 100);
         for (int i = 1; (i < num4) && (num2 < num4); i++)
         {
             Vector2 insideUnitCircle = UnityEngine.Random.insideUnitCircle;
             insideUnitCircle.x *= brushSize / terrain.terrainData.size.x;
             insideUnitCircle.y *= brushSize / terrain.terrainData.size.z;
             Vector3 position = new Vector3(xBase + insideUnitCircle.x, 0f, yBase + insideUnitCircle.y);
             if ((((position.x >= 0f) && (position.x <= 1f)) && ((position.z >= 0f) && (position.z <= 1f))) && TerrainInspectorUtil.CheckTreeDistance(terrain.terrainData, position, selectedTree, spacing * 0.5f))
             {
                 instance = new TreeInstance {
                     position = position,
                     color = GetTreeColor(),
                     lightmapColor = Color.white,
                     prototypeIndex = selectedTree,
                     heightScale = GetTreeHeight(),
                     widthScale = !lockWidthToHeight ? GetTreeWidth() : instance.heightScale,
                     rotation = GetTreeRotation()
                 };
                 terrain.AddTreeInstance(instance);
                 num2++;
             }
         }
     }
 }
Beispiel #54
0
        public static UnityEngine.Mesh GetMeshFromTerrain(UnityEngine.Terrain terrain)
        {
            var resolution = terrain.terrainData.heightmapResolution;
            var l          = resolution;
            var w          = resolution;
            var width      = terrain.terrainData.heightmapResolution * terrain.terrainData.heightmapScale.x;
            var length     = terrain.terrainData.heightmapResolution * terrain.terrainData.heightmapScale.z;
            //Vector3 terrainPos = terrain.transform.position;

            var newVertices  = new Vector3[l * w];
            var newTriangles = new int[l * w * 2 * 3];
            var tri          = 0;

            var newUV   = new Vector2[l * w];
            var uvStepL = 1f / (l - 1);
            var uvStepW = 1f / (w - 1);

            var heights = terrain.terrainData.GetHeights(0, 0, w, l);

            for (var i = 0; i < l; i++)
            {
                for (var j = 0; j < w; j++)
                {
                    var height = heights[i, j];//.SampleHeight(new Vector3(terrainPos.x + width / (w - 1) * j, 0f, terrainPos.z + length / (l - 1) * i));
                    newVertices[i * w + j] = new Vector3(width / (w - 1) * j, height, length / (l - 1) * i);
                    newUV[i * w + j]       = new Vector2(uvStepL * i, uvStepW * j);
                    if (i > 0 && j > 0)
                    {
                        newTriangles[tri + 0] = i * w + j - 1;       // 3
                        newTriangles[tri + 1] = (i - 1) * w + j;     // 2
                        newTriangles[tri + 2] = (i - 1) * w + j - 1; // 1

                        tri += 3;
                        newTriangles[tri + 0] = i * w + j;       // 4
                        newTriangles[tri + 1] = (i - 1) * w + j; // 2
                        newTriangles[tri + 2] = i * w + j - 1;   // 3
                        tri += 3;
                    }
                }
            }

            var mesh = new UnityEngine.Mesh();

            mesh.vertices  = newVertices;
            mesh.triangles = newTriangles;
            mesh.uv        = newUV;

            return(mesh);
        }
Beispiel #55
0
 private void Reset()
 {
     GameObject[] objArray = GameObject.FindGameObjectsWithTag("Main Terrain");
     if (objArray.Length > 0)
     {
         for (int i = 0; i < objArray.Length; i++)
         {
             this._terrain = objArray[i].GetComponent <UnityEngine.Terrain>();
             if (this._terrain != null)
             {
                 break;
             }
         }
     }
 }
Beispiel #56
0
 private static bool IsValidTree(GameObject tree, int prototypeIndex, Terrain terrain)
 {
     if (tree == null)
     {
         return false;
     }
     TreePrototype[] treePrototypes = terrain.terrainData.treePrototypes;
     for (int i = 0; i < treePrototypes.Length; i++)
     {
         if ((i != prototypeIndex) && (treePrototypes[i].m_Prefab == tree))
         {
             return false;
         }
     }
     return true;
 }
Beispiel #57
0
        public static TriangleMesh TriangulateSurface(Terrain terrain, float resolution)
        {
            if (terrain == null || terrain.terrainData == null || resolution <= 0)
                return null;

            Vector3 origin = terrain.transform.position;

            int xCount;
            int zCount;
            Vector3 scale = DeriveScale(terrain, resolution, out xCount, out zCount);

            TriangleMesh m = new TriangleMesh(xCount * zCount, (xCount - 1) * (zCount - 1) * 2);

            TriangulateSurface(terrain, origin, scale, xCount, zCount, 0, m);

            return m;
        }
Beispiel #58
0
 internal void InitializeDefaults(Terrain terrain, int index)
 {
     base.m_Terrain = terrain;
     this.m_PrototypeIndex = index;
     if (this.m_PrototypeIndex == -1)
     {
         this.m_Tree = null;
         this.m_BendFactor = 0f;
     }
     else
     {
         this.m_Tree = base.m_Terrain.terrainData.treePrototypes[this.m_PrototypeIndex].prefab;
         this.m_BendFactor = base.m_Terrain.terrainData.treePrototypes[this.m_PrototypeIndex].bendFactor;
     }
     this.m_IsValidTree = IsValidTree(this.m_Tree, this.m_PrototypeIndex, terrain);
     this.OnWizardUpdate();
 }
 public static void PlaceTrees(Terrain terrain, float xBase, float yBase)
 {
   int prototypeCount = TerrainInspectorUtil.GetPrototypeCount(terrain.terrainData);
   if (TreePainter.selectedTree == -1 || TreePainter.selectedTree >= prototypeCount || !TerrainInspectorUtil.PrototypeIsRenderable(terrain.terrainData, TreePainter.selectedTree))
     return;
   int num1 = 0;
   TreeInstance instance = new TreeInstance();
   instance.position = new Vector3(xBase, 0.0f, yBase);
   instance.color = (Color32) TreePainter.GetTreeColor();
   instance.lightmapColor = (Color32) Color.white;
   instance.prototypeIndex = TreePainter.selectedTree;
   instance.heightScale = TreePainter.GetTreeHeight();
   instance.widthScale = !TreePainter.lockWidthToHeight ? TreePainter.GetTreeWidth() : instance.heightScale;
   instance.rotation = TreePainter.GetTreeRotation();
   if (Event.current.type != EventType.MouseDrag && (double) TreePainter.brushSize <= 1.0 || TerrainInspectorUtil.CheckTreeDistance(terrain.terrainData, instance.position, instance.prototypeIndex, TreePainter.spacing))
   {
     terrain.AddTreeInstance(instance);
     ++num1;
   }
   Vector3 prototypeExtent = TerrainInspectorUtil.GetPrototypeExtent(terrain.terrainData, TreePainter.selectedTree);
   prototypeExtent.y = 0.0f;
   float num2 = TreePainter.brushSize / (float) ((double) prototypeExtent.magnitude * (double) TreePainter.spacing * 0.5);
   int num3 = Mathf.Clamp((int) ((double) num2 * (double) num2 * 0.5), 0, 100);
   for (int index = 1; index < num3 && num1 < num3; ++index)
   {
     Vector2 insideUnitCircle = UnityEngine.Random.insideUnitCircle;
     insideUnitCircle.x *= TreePainter.brushSize / terrain.terrainData.size.x;
     insideUnitCircle.y *= TreePainter.brushSize / terrain.terrainData.size.z;
     Vector3 position = new Vector3(xBase + insideUnitCircle.x, 0.0f, yBase + insideUnitCircle.y);
     if ((double) position.x >= 0.0 && (double) position.x <= 1.0 && ((double) position.z >= 0.0 && (double) position.z <= 1.0) && TerrainInspectorUtil.CheckTreeDistance(terrain.terrainData, position, TreePainter.selectedTree, TreePainter.spacing * 0.5f))
     {
       instance = new TreeInstance();
       instance.position = position;
       instance.color = (Color32) TreePainter.GetTreeColor();
       instance.lightmapColor = (Color32) Color.white;
       instance.prototypeIndex = TreePainter.selectedTree;
       instance.heightScale = TreePainter.GetTreeHeight();
       instance.widthScale = !TreePainter.lockWidthToHeight ? TreePainter.GetTreeWidth() : instance.heightScale;
       instance.rotation = TreePainter.GetTreeRotation();
       terrain.AddTreeInstance(instance);
       ++num1;
     }
   }
 }
Beispiel #60
0
        private void CreateTerrainGrid()
        {
            int maxX = 0;
            int maxZ = 0;

            foreach (Terrain terrain in Terrain.activeTerrains)
            {
                maxX = Mathf.Max(TerrainGridPosition(terrain.transform.position.x), maxX);
                maxZ = Mathf.Max(TerrainGridPosition(terrain.transform.position.z), maxZ);
            }

            _terrains = new Terrain[maxX + 1][];
            for (int i = 0; i < maxX + 1; i++) { _terrains[i] = new Terrain[maxZ + 1]; }

            foreach (Terrain terrain in Terrain.activeTerrains)
            {
                _terrains[TerrainGridPosition(terrain.transform.position.x)][TerrainGridPosition(terrain.transform.position.z)] = terrain;
            }
        }