Ejemplo n.º 1
0
		/// <summary>
		/// Generates heightfield/terrain data from the given object relevant for uploading to Houdini.
		/// </summary>
		/// <param name="inputObject"></param>
		/// <returns>Valid input object or null if given object is not supported</returns>
		public HEU_InputDataTerrain GenerateTerrainDataFromGameObject(GameObject inputObject)
		{
			HEU_InputDataTerrain inputData = null;

			Terrain terrain = inputObject.GetComponent<Terrain>();
			if (terrain != null)
			{
				TerrainData terrainData = terrain.terrainData;

				Vector3 terrainSize = terrainData.size;
				if (terrainSize.x != terrainSize.z)
				{
					Debug.LogError("Only square sized terrains are supported for input! Change to square size and try again.");
					return null;
				}

				inputData = new HEU_InputDataTerrain();
				inputData._inputObject = inputObject;
				inputData._terrain = terrain;
				inputData._terrainData = terrainData;

				// Height values in Unity are normalized between 0 and 1, so this height scale
				// will multiply them before uploading to Houdini.
				inputData._heightScale = terrainSize.y;

				// Terrain heightMapResolution is the pixel resolution, which we set to the number of voxels
				// by dividing the terrain size with it. In Houdini, this is the Grid Spacing.
				inputData._voxelSize = terrainSize.x / inputData._terrainData.heightmapResolution;

				// This is the number of heightfield voxels on each dimension.
				inputData._numPointsX = Mathf.RoundToInt(inputData._terrainData.heightmapResolution * inputData._voxelSize);
				inputData._numPointsY = Mathf.RoundToInt(inputData._terrainData.heightmapResolution * inputData._voxelSize);

				Matrix4x4 transformMatrix = inputObject.transform.localToWorldMatrix;
				HAPI_TransformEuler transformEuler = HEU_HAPIUtility.GetHAPITransformFromMatrix(ref transformMatrix);

				// Volume transform used for all heightfield layers
				inputData._transform = new HAPI_Transform(false);

				// Unity terrain pivots are at bottom left, but Houdini uses centered heightfields so
				// apply local position offset by half sizes and account for coordinate change
				inputData._transform.position[0] = terrainSize.z * 0.5f;
				inputData._transform.position[1] = -terrainSize.x * 0.5f;
				inputData._transform.position[2] = 0;

				// Volume scale controls final size, but requires to be divided by 2
				inputData._transform.scale[0] = terrainSize.x * 0.5f;
				inputData._transform.scale[1] = terrainSize.z * 0.5f;
				inputData._transform.scale[2] = 0.5f;

				inputData._transform.rotationQuaternion[0] = 0f;
				inputData._transform.rotationQuaternion[1] = 0f;
				inputData._transform.rotationQuaternion[2] = 0f;
				inputData._transform.rotationQuaternion[3] = 1f;
			}

			return inputData;
		}
Ejemplo n.º 2
0
	/// <summary>
	/// Set the input node's transform.
	/// </summary>
	/// <param name="session">Session that the input node exists in</param>
	/// <param name="inputObject">The input object info containing data about the input</param>
	/// <param name="inputNodeID">The input node ID</param>
	/// <param name="bKeepWorldTransform">Whether to use world transform or not</param>
	/// <returns></returns>
	internal static bool UploadInputObjectTransform(HEU_SessionBase session, HEU_InputObjectInfo inputObject, HAPI_NodeId inputNodeID, bool bKeepWorldTransform)
	{
	    Matrix4x4 inputTransform = Matrix4x4.identity;
	    if (inputObject._useTransformOffset)
	    {
		if (bKeepWorldTransform)
		{
		    // Add offset tranform to world transform
		    Transform inputObjTransform = inputObject._gameObject.transform;
		    Vector3 position = inputObjTransform.position + inputObject._translateOffset;
		    Quaternion rotation = inputObjTransform.rotation * Quaternion.Euler(inputObject._rotateOffset);
		    Vector3 scale = Vector3.Scale(inputObjTransform.localScale, inputObject._scaleOffset);

		    Vector3 rotVector = rotation.eulerAngles;
		    inputTransform = HEU_HAPIUtility.GetMatrix4x4(ref position, ref rotVector, ref scale);
		}
		else
		{
		    // Offset from origin.
		    inputTransform = HEU_HAPIUtility.GetMatrix4x4(ref inputObject._translateOffset, ref inputObject._rotateOffset, ref inputObject._scaleOffset);
		}
	    }
	    else
	    {
		inputTransform = inputObject._gameObject.transform.localToWorldMatrix;
	    }

	    HAPI_TransformEuler transformEuler = HEU_HAPIUtility.GetHAPITransformFromMatrix(ref inputTransform);

	    HAPI_NodeInfo inputNodeInfo = new HAPI_NodeInfo();
	    if (!session.GetNodeInfo(inputNodeID, ref inputNodeInfo))
	    {
		return false;
	    }

	    if (session.SetObjectTransform(inputNodeInfo.parentId, ref transformEuler))
	    {
		inputObject._syncdTransform = inputTransform;

		inputObject._syncdChildTransforms.Clear();

		GetChildrenTransforms(inputObject._gameObject.transform, ref inputObject._syncdChildTransforms);
	    }

	    return true;
	}