Ejemplo n.º 1
0
        /// <summary>
        /// Load the terrain provided
        /// </summary>
        /// <param name="texture">Terrain to load</param>
        public void LoadTerain(Terrain terrain)
        {
            //Check not null
            if (terrain == null)
            {
                Debug.LogError("Must supply a valid terrain! Terrain load aborted.");
                return;
            }

            //Clear out the old
            Reset();

            //Load up the new
            m_featureName = terrain.name;

            m_scanMap = new UnityHeightMap(terrain);
            if (m_scanMap.HasData() == false)
            {
                Debug.LogError("Unable to load terrain file. Terrain load aborted.");
                return;
            }

            m_scanMap.Flip(); //Undo unity terrain shenannigans

            m_scanWidth      = m_scanMap.Width();
            m_scanDepth      = m_scanMap.Depth();
            m_scanHeight     = (int)terrain.terrainData.size.y;
            m_scanResolution = 0.1f;
            m_scanBounds     = new Bounds(transform.position, new Vector3(m_scanWidth * m_scanResolution, m_scanWidth * m_scanResolution * 0.4f, m_scanDepth * m_scanResolution));
            m_baseLevel      = m_scanMap.GetBaseLevel();

            MeshFilter mf = GetComponent <MeshFilter>();

            if (mf == null)
            {
                mf           = gameObject.AddComponent <MeshFilter>();
                mf.hideFlags = HideFlags.HideInInspector;
            }
            MeshRenderer mr = GetComponent <MeshRenderer>();

            if (mr == null)
            {
                mr           = gameObject.AddComponent <MeshRenderer>();
                mr.hideFlags = HideFlags.HideInInspector;
            }
            mf.mesh = Gaia.Utils.CreateMesh(m_scanMap.Heights(), m_scanBounds.size);
            if (m_previewMaterial != null)
            {
                m_previewMaterial.hideFlags = HideFlags.HideInInspector;
                mr.sharedMaterial           = m_previewMaterial;
            }
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Load the raw file at the path given
        /// </summary>
        /// <param name="path">Full path of the raw file</param>
        public void LoadRawFile(string path, GaiaConstants.RawByteOrder byteOrder, ref GaiaConstants.RawBitDepth bitDepth, ref int resolution)
        {
            if (string.IsNullOrEmpty(path))
            {
                Debug.LogError("Must supply a valid path. Raw load Aborted!");
            }

            //Clear out the old
            Reset();

            //Load up the new
            m_featureName = Path.GetFileNameWithoutExtension(path);
            m_scanMap     = new HeightMap();
            m_scanMap.LoadFromRawFile(path, byteOrder, ref bitDepth, ref resolution);
            if (m_scanMap.HasData() == false)
            {
                Debug.LogError("Unable to load raw file. Raw load aborted.");
                return;
            }

            m_scanWidth      = m_scanMap.Width();
            m_scanDepth      = m_scanMap.Depth();
            m_scanHeight     = m_scanWidth / 2;
            m_scanResolution = 0.1f;
            m_scanBounds     = new Bounds(transform.position, new Vector3(m_scanWidth * m_scanResolution, m_scanWidth * m_scanResolution * 0.4f, m_scanDepth * m_scanResolution));
            m_baseLevel      = m_scanMap.GetBaseLevel();

            MeshFilter mf = GetComponent <MeshFilter>();

            if (mf == null)
            {
                mf           = gameObject.AddComponent <MeshFilter>();
                mf.hideFlags = HideFlags.HideInInspector;
            }
            MeshRenderer mr = GetComponent <MeshRenderer>();

            if (mr == null)
            {
                mr           = gameObject.AddComponent <MeshRenderer>();
                mr.hideFlags = HideFlags.HideInInspector;
            }
            mf.mesh = Gaia.Utils.CreateMesh(m_scanMap.Heights(), m_scanBounds.size);
            if (m_previewMaterial != null)
            {
                m_previewMaterial.hideFlags = HideFlags.HideInInspector;
                mr.sharedMaterial           = m_previewMaterial;
            }
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Make a mask by iterating out from this location
        /// </summary>
        /// <param name="startX"></param>
        /// <param name="startZ"></param>
        /// <param name="waterHeight"></param>
        /// <param name="maskSize"></param>
        /// <param name="hm"></param>
        /// <param name="maskHm"></param>
        private void MakeMask(int startX, int startZ, float waterHeight, int maskSize, HeightMap hm, HeightMap maskHm)
        {
            int   width = hm.Width();
            int   depth = hm.Depth();
            int   minX  = startX - maskSize;
            int   maxX  = startX + maskSize;
            int   minZ  = startZ - maskSize;
            int   maxZ  = startZ + maskSize;
            float strength;

            if (minX < 0)
            {
                minX = 0;
            }
            if (maxX >= width)
            {
                maxX = width;
            }
            if (minZ < 0)
            {
                minZ = 0;
            }
            if (maxZ >= depth)
            {
                maxZ = depth;
            }

            //Make the mask if height is below sea level
            for (int x = minX; x < maxX; x++)
            {
                for (int z = minZ; z < maxZ; z++)
                {
                    if (hm[x, z] <= waterHeight)
                    {
                        strength = Gaia.GaiaUtils.Math_Distance(startX, startZ, x, z) / (float)maskSize;
                        if (strength <= 1f)
                        {
                            strength = 1f - strength;
                            if (strength > maskHm[x, z])
                            {
                                maskHm[x, z] = strength;
                            }
                        }
                    }
                }
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Load the terrain provided
        /// </summary>
        /// <param name="texture">Terrain to load</param>
        public void LoadTerain(Terrain terrain)
        {
            //Check not null
            if (terrain == null)
            {
                Debug.LogError("Must supply a valid terrain! Terrain load aborted.");
                return;
            }

            //Clear out the old
            ResetData();

            m_scanMap = new UnityHeightMap(terrain);
            if (m_scanMap.HasData() == false)
            {
                Debug.LogError("Unable to load terrain file. Terrain load aborted.");
                return;
            }

            m_scanMap.Flip(); //Undo unity terrain shenannigans

            m_scanWidth      = m_scanMap.Width();
            m_scanDepth      = m_scanMap.Depth();
            m_scanHeight     = (int)terrain.terrainData.size.y;
            m_scanResolution = 0.1f;
            //m_scanBounds = new Bounds(GetPosition(gameObject), new Vector3(m_scanWidth * m_scanResolution, m_scanWidth * m_scanResolution, m_scanDepth * m_scanResolution));
            m_scanBounds = new Bounds(GetPosition(gameObject, terrain, true), new Vector3(terrain.terrainData.size.x, terrain.terrainData.size.y, terrain.terrainData.size.z));
            //m_baseLevel = m_scanMap.GetBaseLevel();

            SetOrCreateMeshComponents();
            m_meshFilter.sharedMesh = GaiaUtils.CreateMesh(m_scanMap.Heights(), m_scanBounds.size);
            if (m_previewMaterial != null)
            {
                m_previewMaterial.hideFlags   = HideFlags.HideInInspector;
                m_meshRenderer.sharedMaterial = m_previewMaterial;
            }

            gameObject.transform.position = m_scanBounds.center;
            m_exportFileName = terrain.name;
            m_boundsSet      = true;
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Load the texture file provided
        /// </summary>
        /// <param name="texture">Texture file to load</param>
        public void LoadTextureFile(Texture2D texture)
        {
            //Check not null
            if (texture == null)
            {
                Debug.LogError("Must supply a valid texture! Texture load aborted.");
                return;
            }

            //Clear out the old
            ResetData();

            m_scanMap = new UnityHeightMap(texture);
            if (m_scanMap.HasData() == false)
            {
                Debug.LogError("Unable to load Texture file. Texture load aborted.");
                return;
            }

            m_scanWidth      = m_scanMap.Width();
            m_scanDepth      = m_scanMap.Depth();
            m_scanHeight     = m_scanWidth / 2;
            m_scanResolution = 0.1f;
            m_scanBounds     = new Bounds(GetPosition(gameObject, null), new Vector3(texture.width / 2, m_scanWidth * m_scanResolution, texture.height / 2));
            //m_baseLevel = m_scanMap.GetBaseLevel();

            SetOrCreateMeshComponents();
            m_meshFilter.sharedMesh = GaiaUtils.CreateMesh(m_scanMap.Heights(), m_scanBounds.size);
            if (m_previewMaterial != null)
            {
                m_previewMaterial.hideFlags   = HideFlags.HideInInspector;
                m_meshRenderer.sharedMaterial = m_previewMaterial;
            }

            gameObject.transform.position = m_scanBounds.center;
            m_exportFileName = texture.name;
            m_boundsSet      = true;
        }
Ejemplo n.º 6
0
        /// <summary>
        /// Load the raw file at the path given
        /// </summary>
        /// <param name="path">Full path of the raw file</param>
        public void LoadRawFile(string path, GaiaConstants.RawByteOrder byteOrder, ref GaiaConstants.RawBitDepth bitDepth, ref int resolution)
        {
            if (string.IsNullOrEmpty(path))
            {
                Debug.LogError("Must supply a valid path. Raw load Aborted!");
            }

            //Clear out the old
            ResetData();

            //Load up the new
            m_scanMap = new HeightMap();
            m_scanMap.LoadFromRawFile(path, byteOrder, ref bitDepth, ref resolution);
            if (m_scanMap.HasData() == false)
            {
                Debug.LogError("Unable to load raw file. Raw load aborted.");
                return;
            }

            m_scanWidth      = m_scanMap.Width();
            m_scanDepth      = m_scanMap.Depth();
            m_scanHeight     = m_scanWidth / 2;
            m_scanResolution = 0.1f;
            m_scanBounds     = new Bounds(GetPosition(gameObject, null), new Vector3(m_scanWidth * m_scanResolution, m_scanWidth * m_scanResolution, m_scanDepth * m_scanResolution));
            //m_baseLevel = m_scanMap.GetBaseLevel();

            SetOrCreateMeshComponents();
            m_meshFilter.sharedMesh = GaiaUtils.CreateMesh(m_scanMap.Heights(), m_scanBounds.size);
            if (m_previewMaterial != null)
            {
                m_previewMaterial.hideFlags   = HideFlags.HideInInspector;
                m_meshRenderer.sharedMaterial = m_previewMaterial;
            }

            gameObject.transform.position = m_scanBounds.center;
            m_exportFileName = path.Substring(path.LastIndexOf('/'));
            m_boundsSet      = true;
        }
Ejemplo n.º 7
0
        /// <summary>
        /// Compress / encode a multi layer map file to an image
        /// </summary>
        /// <param name="input">Multi layer map in format x,y,layer</param>
        /// <param name="imageName">Output image name - image image index and extension will be added</param>
        /// <param name="exportPNG">True if a png is wanted</param>
        /// <param name="exportJPG">True if a jpg is wanted</param>
        public static void CompressToMultiChannelFileImage(string imageName, HeightMap r, HeightMap g, HeightMap b, HeightMap a, TextureFormat imageStorageFormat, GaiaConstants.ImageFileType imageFileType)
        {
            int width  = 0;
            int height = 0;

            if (r != null)
            {
                width  = r.Width();
                height = r.Depth();
            }
            else if (g != null)
            {
                width  = g.Width();
                height = g.Depth();
            }
            else if (b != null)
            {
                width  = b.Width();
                height = b.Depth();
            }
            else if (a != null)
            {
                width  = a.Width();
                height = a.Depth();
            }

            if (string.IsNullOrEmpty(imageName))
            {
                Debug.LogError("Cannot write image - no name supplied!");
                return;
            }

            if (width == 0 || height == 0)
            {
                Debug.LogError("Cannot write image - invalid dimensions : " + width + ", " + height);
                return;
            }

            Texture2D exportTexture = new Texture2D(width, height, imageStorageFormat, true, false);
            Color     pixelColor    = new Color();

            for (int x = 0; x < width; x++)
            {
                for (int y = 0; y < height; y++)
                {
                    pixelColor.r = r != null ? r[x, y] : 0f;
                    pixelColor.g = g != null ? g[x, y] : 0f;
                    pixelColor.b = b != null ? b[x, y] : 0f;
                    pixelColor.a = a != null ? a[x, y] : 1f;
                    exportTexture.SetPixel(x, y, pixelColor);
                }
            }
            exportTexture.Apply();

            #if UNITY_2017_1_OR_NEWER
            switch (imageFileType)
            {
            case GaiaConstants.ImageFileType.Jpg:
                byte[] jpgBytes = ImageConversion.EncodeToJPG(exportTexture, 100);
                GaiaCommon1.Utils.WriteAllBytes(imageName + ".jpg", jpgBytes);
                break;

            case GaiaConstants.ImageFileType.Png:
                byte[] pngBytes = ImageConversion.EncodeToPNG(exportTexture);
                GaiaCommon1.Utils.WriteAllBytes(imageName + ".png", pngBytes);
                break;

            case GaiaConstants.ImageFileType.Exr:
                byte[] exrBytes = ImageConversion.EncodeToEXR(exportTexture, Texture2D.EXRFlags.CompressZIP);
                GaiaCommon1.Utils.WriteAllBytes(imageName + ".exr", exrBytes);
                break;
            }
            #else
            switch (imageFileType)
            {
            case GaiaConstants.ImageFileType.Jpg:
                byte[] jpgBytes = exportTexture.EncodeToJPG();
                GaiaCommon1.Utils.WriteAllBytes(imageName + ".jpg", jpgBytes);
                break;

            case GaiaConstants.ImageFileType.Png:
                byte[] pngBytes = exportTexture.EncodeToPNG();
                GaiaCommon1.Utils.WriteAllBytes(imageName + ".png", pngBytes);
                break;

            case GaiaConstants.ImageFileType.Exr:
                byte[] exrBytes = exportTexture.EncodeToEXR(Texture2D.EXRFlags.CompressZIP);
                GaiaCommon1.Utils.WriteAllBytes(imageName + ".exr", exrBytes);
                break;
            }
            #endif

            #if UNITY_EDITOR
            AssetDatabase.Refresh();
            #endif

            //Lose the texture
            DestroyImmediate(exportTexture);
        }