private void AdjustGrassDensity() { GrassDensity = GUnityTerrainDataImporter.GetAdjustedGrassDensity(SrcData, GrassDensity); CalculateEstimatedGrassStorage(); }
private void DoBulkImport() { string[] guid = AssetDatabase.FindAssets("t:TerrainData", new string[] { Directory }); List <TerrainData> terrainDatas = new List <TerrainData>(); for (int i = 0; i < guid.Length; ++i) { string path = AssetDatabase.GUIDToAssetPath(guid[i]); TerrainData data = AssetDatabase.LoadAssetAtPath <TerrainData>(path); terrainDatas.Add(data); } GCommon.ForEachTerrain( BulkImportGroupId, (t) => { if (t == null || t.TerrainData == null) { return; } TerrainData srcData = terrainDatas.Find(d => d.name.StartsWith("TerrainData") && d.name.EndsWith(t.TerrainData.Id)); if (srcData == null) { return; } GBackup.TryCreateInitialBackup(HISTORY_PREFIX, t, GCommon.AllResourceFlags); GUnityTerrainDataImporter importer = new GUnityTerrainDataImporter(); importer.SrcTerrain = null; importer.SrcData = srcData; importer.DesData = t.TerrainData; importer.DesTerrain = t; importer.ImportGeometry = ImportGeometry; importer.UseUnityTerrainSize = UseUnityTerrainSize; importer.ImportSplats = ImportSplats; importer.ImportSplatsAsAlbedo = ImportSplatsAsAlbedo; bool createNewSplatGroup = CreateNewSplatPrototypesGroup; if (t.TerrainData.Shading.Splats == null || t.TerrainData.Shading.Splats == GGriffinSettings.Instance.TerrainDataDefault.Shading.Splats) { createNewSplatGroup = true; } importer.CreateNewSplatPrototypesGroup = createNewSplatGroup; importer.ImportTrees = ImportTrees; bool createNewTreeGroup = CreateNewTreePrototypesGroup; if (t.TerrainData.Foliage.Trees == null || t.TerrainData.Foliage.Trees == GGriffinSettings.Instance.TerrainDataDefault.Foliage.Trees) { createNewTreeGroup = true; } importer.CreateNewTreePrototypesGroup = createNewTreeGroup; importer.ImportGrasses = ImportGrasses; bool createNewGrassGroup = CreateNewGrassPrototypesGroup; if (t.TerrainData.Foliage.Grasses == null || t.TerrainData.Foliage.Grasses == GGriffinSettings.Instance.TerrainDataDefault.Foliage.Grasses) { createNewGrassGroup = true; } importer.CreateNewGrassPrototypesGroup = createNewGrassGroup; GrassDensity = GUnityTerrainDataImporter.GetAdjustedGrassDensity(srcData); importer.GrassDensity = GrassDensity; importer.Import(); GBackup.TryCreateBackup(HISTORY_PREFIX, t, GCommon.AllResourceFlags); }); GStylizedTerrain.MatchEdges(BulkImportGroupId); }
private void CreateTerrainAndImportData() { GameObject terrainRoot = new GameObject(string.Format("{0}-{1}", Root.name, ConversionName)); terrainRoot.transform.parent = Root.transform.parent; terrainRoot.transform.position = Root.transform.position; for (int i = 0; i < Terrains.Count; ++i) { #if UNITY_EDITOR GCommonGUI.CancelableProgressBar("Converting", "Converting " + Terrains[i].name, 1f); #endif GStylizedTerrain t = CreateTerrain(); t.transform.parent = terrainRoot.transform; t.transform.position = Terrains[i].transform.position; t.name = Terrains[i].name; #if !UNITY_2018_1 && !UNITY_2018_2 t.GroupId = Terrains[i].groupingID; #endif if (ImportSplats) { t.TerrainData.Shading.Splats = SplatGroups[SplatGroupIndices[i]]; GSplatsModel splatModel = t.TerrainData.Shading.Splats.Prototypes.Count <= 4 ? GSplatsModel.Splats4Normals4 : GSplatsModel.Splats8; Material mat = GGriffinSettings.Instance.WizardSettings.GetClonedMaterial(GLightingModel.PBR, GTexturingModel.Splat, splatModel); t.TerrainData.Shading.MaterialToRender.shader = mat.shader; t.TerrainData.Shading.UpdateMaterials(); GUtilities.DestroyObject(mat); } if (ImportTrees) { t.TerrainData.Foliage.Trees = TreeGroups[TreeGroupIndices[i]]; } if (ImportGrasses) { t.TerrainData.Foliage.Grasses = GrassGroups[GrassGroupIndices[i]]; } GUnityTerrainDataImporter importer = new GUnityTerrainDataImporter(); importer.SrcData = Terrains[i].terrainData; importer.SrcTerrain = Terrains[i]; importer.DesData = t.TerrainData; importer.DesTerrain = t; importer.ImportGeometry = ImportGeometry; importer.UseUnityTerrainSize = true; importer.ImportSplats = ImportSplats; importer.ImportSplatsAsAlbedo = ImportSplatsAsAlbedo; importer.CreateNewSplatPrototypesGroup = false; importer.ImportTrees = ImportTrees; importer.CreateNewTreePrototypesGroup = false; importer.ImportGrasses = ImportGrasses; importer.CreateNewGrassPrototypesGroup = false; importer.GrassDensity = GUnityTerrainDataImporter.GetAdjustedGrassDensity(importer.SrcData, 1); importer.Import(); #if UNITY_EDITOR SaveAssets(); GCommonGUI.ClearProgressBar(); #endif } }