Esempio n. 1
0
        /// <summary>
        /// Returns terrain names of terrains that intersect with the given bounds object
        /// </summary>
        /// <param name="bounds">A bounds object to check against the terrains. Needs to be in absolute world space position, mind the current origin offset!</param>
        /// <returns></returns>
        public static string[] GetTerrainsIntersectingBounds(BoundsDouble bounds)
        {
            //Reduce the bounds size a bit to prevent selecting terrains that are perfectly aligned with the bounds border
            //-this leads to too many terrains being logged as affected by an operation otherwise.
            Bounds intersectingBounds = new BoundsDouble();

            intersectingBounds.center = bounds.center;
            intersectingBounds.size   = bounds.size - new Vector3Double(0.001f, 0.001f, 0.001f);

            if (GaiaUtils.HasDynamicLoadedTerrains())
            {
                GaiaSessionManager sessionManager = GaiaSessionManager.GetSessionManager();
                if (sessionManager == null)
                {
                    Debug.LogError("Trying to get terrains that intersect with bounds, but there is no session manager in scene.");
                    return(null);
                }
                return(TerrainLoaderManager.TerrainScenes.Where(x => x.m_bounds.Intersects(intersectingBounds)).Select(x => x.GetTerrainName()).ToArray());
            }
            else
            {
                List <string> affectedTerrainNames = new List <string>();
                foreach (Terrain t in Terrain.activeTerrains)
                {
                    if (intersectingBounds.Intersects(TerrainHelper.GetWorldSpaceBounds(t)))
                    {
                        affectedTerrainNames.Add(t.name);
                    }
                }
                return(affectedTerrainNames.ToArray());
            }
        }
Esempio n. 2
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        /// <summary>
        /// Get current basic scene information
        /// </summary>
        /// <returns></returns>
        public static GaiaSceneInfo GetSceneInfo()
        {
            GaiaSceneInfo sceneInfo = new GaiaSceneInfo();


            //Get or create a session in order to get a sea level
            GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager();

            //Get the sea level
            sceneInfo.m_seaLevel = sessionMgr.GetSeaLevel();


            //Not used anywhere - obsolete?
            //Terrain terrain = Gaia.TerrainHelper.GetActiveTerrain();

            ////Get the terrain bounds
            //Gaia.TerrainHelper.GetTerrainBounds(terrain, ref sceneInfo.m_sceneBounds);


            ////Grab the central point on the terrain - handy for placing player etc
            //sceneInfo.m_centrePointOnTerrain = new Vector3(sceneInfo.m_sceneBounds.center.x, terrain.SampleHeight(sceneInfo.m_sceneBounds.center), sceneInfo.m_sceneBounds.center.z);


            return(sceneInfo);
        }
Esempio n. 3
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        /// <summary>
        /// Get current basic scene information
        /// </summary>
        /// <returns></returns>
        public static GaiaSceneInfo GetSceneInfo()
        {
            GaiaSceneInfo sceneInfo = new GaiaSceneInfo();
            Terrain       terrain   = Gaia.TerrainHelper.GetActiveTerrain();

            if (terrain == null)
            {
                Debug.LogWarning("You must have a valid terrain for sceneinfo to work correctly.");
            }
            else
            {
                //Get or create a session in order to get a sea level
                GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager();

                //Get the terrain bounds
                Gaia.TerrainHelper.GetTerrainBounds(terrain, ref sceneInfo.m_sceneBounds);

                //Get the sea level
                sceneInfo.m_seaLevel = sessionMgr.GetSeaLevel();

                //Grab the central point on the terrain - handy for placing player etc
                sceneInfo.m_centrePointOnTerrain = new Vector3(sceneInfo.m_sceneBounds.center.x, terrain.SampleHeight(sceneInfo.m_sceneBounds.center), sceneInfo.m_sceneBounds.center.z);
            }

            return(sceneInfo);
        }
Esempio n. 4
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        public static void FinalizePlayerObjectEditor(GameObject playerObj, GaiaSettings gaiaSettings)
        {
            if (playerObj != null)
            {
                playerObj.transform.SetParent(GaiaUtils.GetPlayerObject().transform);
                #if UNITY_EDITOR
                //Adjust the scene view to see the camera
                if (SceneView.lastActiveSceneView != null)
                {
                    if (gaiaSettings.m_focusPlayerOnSetup)
                    {
                        SceneView.lastActiveSceneView.LookAtDirect(playerObj.transform.position, playerObj.transform.rotation);
                    }
                }
                #endif
            }

            GaiaSessionManager session = GaiaSessionManager.GetSessionManager();
            if (session != null)
            {
                if (session.m_session != null)
                {
                    if (playerObj.transform.position.y < session.m_session.m_seaLevel)
                    {
                        playerObj.transform.position = new Vector3(playerObj.transform.position.x, session.m_session.m_seaLevel + 5f, playerObj.transform.position.z);
                    }
                }
            }

#if GAIA_PRO_PRESENT
            //Add the simple terrain culling script, useful in any case
            if (GaiaUtils.CheckIfSceneProfileExists())
            {
                GaiaGlobal.Instance.SceneProfile.m_terrainCullingEnabled = true;
            }
#endif

            bool dynamicLoadedTerrains = GaiaUtils.HasDynamicLoadedTerrains();
            if (dynamicLoadedTerrains)
            {
#if GAIA_PRO_PRESENT
                TerrainLoader loader = playerObj.GetComponent <TerrainLoader>();
                if (loader == null)
                {
                    loader = playerObj.AddComponent <TerrainLoader>();
                }
                loader.LoadMode = LoadMode.RuntimeAlways;
                float tileSize = 512;
                if (TerrainLoaderManager.Instance.TerrainSceneStorage.m_terrainTilesSize > 0)
                {
                    tileSize = TerrainLoaderManager.Instance.TerrainSceneStorage.m_terrainTilesSize;
                }
                float size = tileSize * 1.25f * 2f;
                loader.m_loadingBoundsRegular  = new BoundsDouble(playerObj.transform.position, new Vector3(size, size, size));
                loader.m_loadingBoundsImpostor = new BoundsDouble(playerObj.transform.position, new Vector3(size * 3f, size * 3f, size * 3f));
                loader.m_loadingBoundsCollider = new BoundsDouble(playerObj.transform.position, new Vector3(size, size, size));
#endif
            }
        }
Esempio n. 5
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 public static string GetTerrainMeshExportDirectory(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(CreatePathIfDoesNotExist(GetExportDirectory(gaiaSession) + TERRAIN_MESH_EXPORT_DIRECTORY));
 }
Esempio n. 6
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 public static string GetMaskMapExportDirectory(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(CreatePathIfDoesNotExist(GetExportDirectory(gaiaSession) + MASK_MAP_EXPORT_DIRECTORY));
 }
Esempio n. 7
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 /// <summary>
 /// Returns the path to store terrain layer files in
 /// </summary>
 /// <param name="gaiaSession">The current session to get / create this directory for</param>
 /// <returns></returns>
 public static string GetTerrainLayerPath(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(CreatePathIfDoesNotExist(GetScenePath(gaiaSession) + TERRAIN_LAYERS_DIRECTORY));
 }
Esempio n. 8
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 /// <summary>
 /// Returns the path to store scene files in, according to the Gaia Session path
 /// </summary>
 /// <param name="gaiaSession">The session to get / create the directory for</param>
 /// <returns></returns>
 public static string GetScenePath(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(GetSessionSubFolderPath(gaiaSession));
 }
Esempio n. 9
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 /// <summary>
 /// Returns the path to store impostor scenes in, according to the session filename
 /// </summary>
 /// <param name="gaiaSession">The session to get / create this path for</param>
 /// <returns></returns>
 public static string GetBackupScenePath(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(CreatePathIfDoesNotExist(GetScenePath(gaiaSession) + BACKUP_SCENES_DIRECTORY));
 }
Esempio n. 10
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 /// <summary>
 /// Returns the path to store collider scenes in, according to the session filename
 /// </summary>
 /// <param name="gaiaSession">The session to get / create this path for</param>
 /// <returns></returns>
 public static string GetColliderScenePath(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(CreatePathIfDoesNotExist(GetScenePath(gaiaSession) + COLLIDER_SCENES_DIRECTORY));
 }
Esempio n. 11
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 /// <summary>
 /// Returns the path to store impostor scenes in, according to the session filename
 /// </summary>
 /// <param name="gaiaSession">The session to get / create this path for</param>
 /// <returns></returns>
 public static string GetImpostorScenePath(GaiaSession gaiaSession = null)
 {
     if (gaiaSession == null)
     {
         gaiaSession = GaiaSessionManager.GetSessionManager().m_session;
     }
     return(CreatePathIfDoesNotExist(GetScenePath(gaiaSession) + IMPOSTOR_SCENES_DIRECTORY));
 }
Esempio n. 12
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        public static void BakeMaskStack(ImageMask[] maskStack, Terrain terrain, Transform transform, float range, int resolution, string path)
        {
            //Simulate an operation to allow the image masks to acces the current terrain data
            GaiaMultiTerrainOperation operation = new GaiaMultiTerrainOperation(terrain, transform, range);

            operation.GetHeightmap();
            operation.GetNormalmap();
            operation.CollectTerrainBakedMasks();

            float maxCurrentTerrainHeight = 0f;
            float minCurrentTerrainHeight = 0f;
            float seaLevel;

            GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager();

            gsm.GetWorldMinMax(ref minCurrentTerrainHeight, ref maxCurrentTerrainHeight);
            seaLevel = gsm.GetSeaLevel();

            if (maskStack.Length > 0)
            {
                //We start from a white texture, so we need the first mask action in the stack to always be "Multiply", otherwise there will be no result.
                maskStack[0].m_blendMode = ImageMaskBlendMode.Multiply;

                //Iterate through all image masks and set up the required data that masks might need to function properly
                foreach (ImageMask mask in maskStack)
                {
                    //mask.m_heightmapContext = heightmapContext;
                    //mask.m_normalmapContext = normalmapContext;
                    //mask.m_collisionContext = collisionContext;
                    mask.m_multiTerrainOperation = operation;
                    mask.m_seaLevel       = seaLevel;
                    mask.m_maxWorldHeight = maxCurrentTerrainHeight;
                    mask.m_minWorldHeight = minCurrentTerrainHeight;
                }
            }

            RenderTexture inputTexture = RenderTexture.GetTemporary(resolution, resolution, 0, RenderTextureFormat.ARGBFloat);
            RenderTexture currentRT    = RenderTexture.active;

            RenderTexture.active = inputTexture;
            GL.Clear(true, true, Color.white);
            RenderTexture.active = currentRT;
            RenderTexture localOutputTexture  = RenderTexture.GetTemporary(inputTexture.descriptor);
            RenderTexture globalOutputTexture = RenderTexture.GetTemporary(inputTexture.descriptor);

            localOutputTexture  = ImageProcessing.ApplyMaskStack(inputTexture, localOutputTexture, maskStack, ImageMaskInfluence.Local);
            globalOutputTexture = ImageProcessing.ApplyMaskStack(localOutputTexture, globalOutputTexture, maskStack, ImageMaskInfluence.Global);

            WriteRenderTexture(path, globalOutputTexture);

            RenderTexture.ReleaseTemporary(inputTexture);
            RenderTexture.ReleaseTemporary(localOutputTexture);
            RenderTexture.ReleaseTemporary(globalOutputTexture);
            inputTexture        = null;
            localOutputTexture  = null;
            globalOutputTexture = null;
            operation.CloseOperation();
        }
Esempio n. 13
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        /// <summary>
        /// Create the terrain defined by these settings - and apply the resources to it
        /// </summary>
        public void CreateTerrain(GaiaResource resources)
        {
            Terrain[,] world;

            //Update the resouces ny associating them with their assets
            resources.AssociateAssets();

            //Update the session
            GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager();

            if (sessionMgr != null && sessionMgr.IsLocked() != true)
            {
                //Update terrain settings in session
                sessionMgr.m_session.m_terrainWidth  = m_tilesX * m_terrainSize;
                sessionMgr.m_session.m_terrainDepth  = m_tilesZ * m_terrainSize;
                sessionMgr.m_session.m_terrainHeight = m_terrainHeight;

                //Add the defaults
                sessionMgr.AddDefaults(this);

                //Set the sea level - but only if it is zero - if not zero then its been deliberately set
                if (Gaia.GaiaUtils.Math_ApproximatelyEqual(sessionMgr.m_session.m_seaLevel, 0f))
                {
                    sessionMgr.SetSeaLevel(m_seaLevel);
                }

                //Grab the resources scriptable object
                sessionMgr.AddResource(resources);

                //Adjust them if they are different to the defaults
                resources.ChangeSeaLevel(sessionMgr.m_session.m_seaLevel);

                //Then add the operation
                sessionMgr.AddOperation(GetTerrainCreationOperation(resources));
            }

            //Create the terrains array
            world = new Terrain[m_tilesX, m_tilesZ];

            //And iterate through and create each terrain
            for (int x = 0; x < m_tilesX; x++)
            {
                for (int z = 0; z < m_tilesZ; z++)
                {
                    CreateTile(x, z, ref world, resources);
                }
            }

            //Now join them together and remove their seams
            RemoveWorldSeams(ref world);
        }
Esempio n. 14
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        /// <summary>
        /// Looks up terrain layer asset files matching a Gaia terrain, and returns them as an array.
        /// </summary>
        /// <param name="terrainName">The Gaia terrain name to look up terrain layer asset files for.</param>
        /// <returns></returns>
        //        private static TerrainLayer[] LookupTerrainLayerAssetFiles(string terrainName)
        //        {
        //#if UNITY_EDITOR

        //            string gaiaDirectory = "";
        //            string terrainLayerDirectory = gaiaDirectory + "Profiles/TerrainLayers";
        //            DirectoryInfo info = new DirectoryInfo(terrainLayerDirectory);
        //            FileInfo[] fileInfo = info.GetFiles(terrainName + "*.asset");

        //            TerrainLayer[] returnArray = new TerrainLayer[fileInfo.Length];

        //            for (int i = 0; i < fileInfo.Length; i++)
        //            {
        //                returnArray[i] = (TerrainLayer)AssetDatabase.LoadAssetAtPath("Assets" + fileInfo[i].FullName.Substring(Application.dataPath.Length), typeof(TerrainLayer));
        //            }
        //            return returnArray;
        //#else
        //            Debug.LogError("Runtime Gaia operation is not supported");
        //            return new TerrainLayer[0];
        //#endif
        //        }

        /// <summary>
        /// Saves a unity terrain layer as asset file and returns a reference to the newly created Terrain Layerfile.
        /// </summary>
        /// <param name="terrainName">The name of the current Gaia terrain (for the filename).</param>
        /// <param name="layerId">The layer ID of the layer that is to be saved (for the filename).</param>
        /// <param name="terrainLayer">The terrain layer object to save.</param>
        /// <returns>Reference to the created TerrainLayer</returns>
        public static TerrainLayer SaveTerrainLayerAsAsset(string terrainName, string layerId, TerrainLayer terrainLayer)
        {
#if UNITY_EDITOR
            GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager();

            //The combination of terrain name and layer id should be unique enough so that users don't overwrite layers between terrains.
            string path = GaiaDirectories.GetTerrainLayerPath(gsm.m_session) + "/" + terrainName + "_" + layerId + ".asset";

            AssetDatabase.CreateAsset(terrainLayer, path);
            AssetDatabase.ImportAsset(path);

            return(AssetDatabase.LoadAssetAtPath <TerrainLayer>(path));
#else
            Debug.LogError("Runtime Gaia operation is not supported");
            return(new TerrainLayer());
#endif
        }
Esempio n. 15
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        private void AddNewCollisionMaskCacheEntry(RenderTexture texture, Terrain terrain, string fileName)
        {
            BakedMaskCacheEntry[] newArray = new BakedMaskCacheEntry[m_cacheEntries.Length + 1];
            int length2 = m_cacheEntries.Length;

            for (int i = 0; i < length2; i++)
            {
                newArray[i] = m_cacheEntries[i];
            }
            newArray[newArray.Length - 1] = new BakedMaskCacheEntry();
            WriteCacheEntry(newArray[newArray.Length - 1], texture, terrain, fileName);
            m_cacheEntries = newArray;
            //EditorUtility.SetDirty(this);
#if UNITY_EDITOR
            EditorUtility.SetDirty(GaiaSessionManager.GetSessionManager(false));
#endif
        }
Esempio n. 16
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        /// <summary>
        /// Get the terrain scene that matches this location, otherwise return null
        /// </summary>
        /// <param name="locationWU">Location to check in world units</param>
        /// <returns>Terrain here or null</returns>
        public static TerrainScene GetDynamicLoadedTerrain(Vector3 locationWU, GaiaSessionManager gsm = null)
        {
            if (gsm == null)
            {
                gsm = GaiaSessionManager.GetSessionManager(false);
            }

            foreach (TerrainScene terrainScene in TerrainLoaderManager.TerrainScenes)
            {
                if (terrainScene.m_bounds.min.x <= locationWU.x && terrainScene.m_bounds.min.z <= locationWU.z && terrainScene.m_bounds.max.x >= locationWU.x && terrainScene.m_bounds.max.z >= locationWU.z)
                {
                    return(terrainScene);
                }
            }

            return(null);
        }
Esempio n. 17
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        /// <summary>
        /// Create the terrain defined by these settings
        /// </summary>
        public void CreateTerrain()
        {
            Terrain[,] world;

            //Update the session
            GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager();

            if (sessionMgr != null && sessionMgr.IsLocked() != true)
            {
                //Update terrain settings in session
                sessionMgr.m_session.m_terrainWidth  = m_tilesX * m_terrainSize;
                sessionMgr.m_session.m_terrainDepth  = m_tilesZ * m_terrainSize;
                sessionMgr.m_session.m_terrainHeight = m_terrainHeight;
                sessionMgr.AddDefaults(this);

                sessionMgr.SetSeaLevel(m_seaLevel);

                //Then add the operation
                GaiaOperation op = new GaiaOperation();
                op.m_description       = "Creating terrain";
                op.m_generatedByID     = m_defaultsID;
                op.m_generatedByName   = this.name;
                op.m_generatedByType   = this.GetType().ToString();
                op.m_isActive          = true;
                op.m_operationDateTime = DateTime.Now.ToString();
                op.m_operationType     = GaiaOperation.OperationType.CreateTerrain;
                sessionMgr.AddOperation(op);
            }

            //Create the terrains array
            world = new Terrain[m_tilesX, m_tilesZ];

            //And iterate through and create each terrain
            for (int x = 0; x < m_tilesX; x++)
            {
                for (int z = 0; z < m_tilesZ; z++)
                {
                    CreateTile(x, z, ref world, null);
                }
            }

            //Now join them together and remove their seams
            RemoveWorldSeams(ref world);
        }
Esempio n. 18
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        private void ExportMask()
        {
            GaiaWorldManager mgr = new GaiaWorldManager(Terrain.activeTerrains);

            if (mgr.TileCount > 0)
            {
                GaiaSessionManager gsm  = GaiaSessionManager.GetSessionManager();
                string             path = GaiaDirectories.GetExportDirectory(gsm.m_session);
                path = Path.Combine(path, PWCommon4.Utils.FixFileName(m_maskName));
                mgr.ExportSplatmapAsPng(path, m_selectedMask);
                Debug.Log("Created " + path);
                AssetDatabase.Refresh();
                EditorUtility.FocusProjectWindow();
                EditorUtility.DisplayDialog("Export complete", " Your texture mask has been saved to : " + path, "OK");
            }
            else
            {
                EditorUtility.DisplayDialog("OOPS!", "You must have a valid terrain!!", "OK");
            }
        }
Esempio n. 19
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        public static void FinalizePlayerObjectRuntime(GameObject playerObj)
        {
            GaiaSessionManager session = GaiaSessionManager.GetSessionManager();

            if (session != null)
            {
                if (session.m_session != null)
                {
                    if (playerObj.transform.position.y < session.m_session.m_seaLevel)
                    {
                        playerObj.transform.position = new Vector3(playerObj.transform.position.x, session.m_session.m_seaLevel + 5f, playerObj.transform.position.z);
                    }
                }
            }

#if GAIA_PRO_PRESENT
            //Add the simple terrain culling script, useful in any case
            if (GaiaUtils.CheckIfSceneProfileExists())
            {
                GaiaGlobal.Instance.SceneProfile.m_terrainCullingEnabled = true;
            }
#endif

            bool dynamicLoadedTerrains = GaiaUtils.HasDynamicLoadedTerrains();
            if (dynamicLoadedTerrains)
            {
#if GAIA_PRO_PRESENT
                Terrain       terrain = TerrainHelper.GetActiveTerrain();
                TerrainLoader loader  = playerObj.GetComponent <TerrainLoader>();
                if (loader == null)
                {
                    loader = playerObj.AddComponent <TerrainLoader>();
                }
                loader.LoadMode = LoadMode.RuntimeAlways;
                float size = terrain.terrainData.size.x * 1.25f * 2f;
                loader.m_loadingBoundsRegular  = new BoundsDouble(playerObj.transform.position, new Vector3(size, size, size));
                loader.m_loadingBoundsImpostor = new BoundsDouble(playerObj.transform.position, new Vector3(size * 3f, size * 3f, size * 3f));
#endif
            }
        }
Esempio n. 20
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        private void ExportNormal()
        {
            if (Terrain.activeTerrain == null)
            {
                EditorUtility.DisplayDialog("OOPS!", "You must have a valid terrain in your scene!!", "OK");
                return;
            }

            GaiaWorldManager mgr = new GaiaWorldManager(Terrain.activeTerrains);

            if (mgr.TileCount > 0)
            {
                GaiaSessionManager gsm  = GaiaSessionManager.GetSessionManager();
                string             path = GaiaDirectories.GetExportDirectory(gsm.m_session);
                mgr.LoadFromWorld();
                path = Path.Combine(path, PWCommon4.Utils.FixFileName(m_maskName));
                mgr.ExportNormalmapAsPng(path);
                AssetDatabase.Refresh();

                EditorUtility.DisplayDialog("Export complete", " Your normal map has been saved to : " + path, "OK");
            }
        }
Esempio n. 21
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        /// <summary>
        /// Returns a folder that is named as the session asset, to store session related data into.
        /// </summary>
        /// <param name="gaiaSession">The session to create the directory for</param>
        /// <returns></returns>
        public static string GetSessionSubFolderPath(GaiaSession gaiaSession, bool create = true)
        {
#if UNITY_EDITOR
            string masterScenePath = AssetDatabase.GetAssetPath(gaiaSession).Replace(".asset", "");
            if (String.IsNullOrEmpty(masterScenePath))
            {
                GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager(false);
                gsm.SaveSession();
                masterScenePath = AssetDatabase.GetAssetPath(gsm.m_session).Replace(".asset", "");
            }
            if (create)
            {
                return(CreatePathIfDoesNotExist(masterScenePath));
            }
            else
            {
                return(masterScenePath);
            }
#else
            return("");
#endif
        }
Esempio n. 22
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        void OnGUI()
        {
            //Set up the box style
            if (m_boxStyle == null)
            {
                m_boxStyle = new GUIStyle(GUI.skin.box);
                m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
                m_boxStyle.fontStyle        = FontStyle.Bold;
                m_boxStyle.alignment        = TextAnchor.UpperLeft;
            }

            //Setup the wrap style
            if (m_wrapStyle == null)
            {
                m_wrapStyle           = new GUIStyle(GUI.skin.label);
                m_wrapStyle.fontStyle = FontStyle.Normal;
                m_wrapStyle.wordWrap  = true;
            }

            //Text intro
            GUILayout.BeginVertical("Gaia WaterFlow Mask Exporter", m_boxStyle);
            GUILayout.Space(20);
            EditorGUILayout.LabelField("The Gaia waterflow exporter allows you to calculate and export a water flow mask from your terrain.", m_wrapStyle);
            GUILayout.EndVertical();

            if (string.IsNullOrEmpty(m_maskName))
            {
                m_maskName = string.Format("TerrainWaterFlow-{0:yyyyMMdd-HHmmss}", DateTime.Now);
            }
            m_maskName = EditorGUILayout.TextField(GetLabel("Mask Name"), m_maskName);

            m_waterFlowMap.m_dropletVolume             = EditorGUILayout.Slider(GetLabel("Droplet Volume"), m_waterFlowMap.m_dropletVolume, 0.1f, 2f);
            m_waterFlowMap.m_dropletAbsorbtionRate     = EditorGUILayout.Slider(GetLabel("Droplet Absorbtion Rate"), m_waterFlowMap.m_dropletAbsorbtionRate, 0.01f, 1f);
            m_waterFlowMap.m_waterflowSmoothIterations = EditorGUILayout.IntSlider(GetLabel("Smooth Iterations"), m_waterFlowMap.m_waterflowSmoothIterations, 0, 10);

            GUILayout.Space(5);

            EditorGUI.indentLevel++;
            if (DisplayButton(GetLabel("Create Mask")))
            {
                Terrain terrain = Gaia.TerrainHelper.GetActiveTerrain();
                if (terrain == null)
                {
                    EditorUtility.DisplayDialog("OOPS!", "You must have a valid terrain!!", "OK");
                    return;
                }
                GaiaSessionManager gsm  = GaiaSessionManager.GetSessionManager();
                string             path = GaiaDirectories.GetExportDirectory(gsm.m_session);

                path = Path.Combine(path, PWCommon4.Utils.FixFileName(m_maskName));

                m_waterFlowMap.CreateWaterFlowMap(terrain);
                m_waterFlowMap.ExportWaterMapToPath(path);


                GaiaWorldManager mgr = new GaiaWorldManager(Terrain.activeTerrains);
                mgr.LoadFromWorld();

                path += "WaterFlow";
                mgr.ExportWaterflowMapAsPng(m_waterFlowMap.m_waterflowSmoothIterations, path);

                AssetDatabase.Refresh();
                EditorUtility.DisplayDialog("Done!", "Your mask is available at " + path, "OK");
            }
            EditorGUI.indentLevel--;
        }
Esempio n. 23
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        /// <summary>
        /// Crate post processing instance profile
        /// </summary>
        /// <param name="sceneProfile"></param>
        public static void CreatePostFXProfileInstance(SceneProfile sceneProfile, GaiaLightingProfileValues profile)
        {
            try
            {
                if (sceneProfile == null)
                {
                    return;
                }

#if UPPipeline
                VolumeProfile volumeProfile = AssetDatabase.LoadAssetAtPath <VolumeProfile>(GaiaUtils.GetAssetPath("URP Global Post Processing Profile.asset"));
                if (profile.PostProcessProfileURP != null)
                {
                    volumeProfile = profile.PostProcessProfileURP;
                }
                if (volumeProfile == null)
                {
                    return;
                }

                GaiaSessionManager session = GaiaSessionManager.GetSessionManager();
                if (session != null)
                {
                    string path = GaiaDirectories.GetSceneProfilesFolderPath(session.m_session);
                    if (!string.IsNullOrEmpty(path))
                    {
                        if (EditorSceneManager.GetActiveScene() != null)
                        {
                            if (!string.IsNullOrEmpty(EditorSceneManager.GetActiveScene().path))
                            {
                                path = path + "/" + EditorSceneManager.GetActiveScene().name + " " + volumeProfile.name + " Profile.asset";
                            }
                            else
                            {
                                path = path + "/" + volumeProfile.name + " HDRP Post FX Profile.asset";
                            }
                        }
                        else
                        {
                            path = path + "/" + volumeProfile.name + " HDRP Post FX Profile.asset";
                        }

                        if (sceneProfile.m_universalPostFXProfile != null)
                        {
                            if (!sceneProfile.m_isUserProfileSet)
                            {
                                if (!sceneProfile.m_universalPostFXProfile.name.Contains(volumeProfile.name))
                                {
                                    AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(sceneProfile.m_universalPostFXProfile));
                                    sceneProfile.m_universalPostFXProfile = null;
                                }
                            }
                        }

                        if (AssetDatabase.LoadAssetAtPath <VolumeProfile>(path) == null)
                        {
                            FileUtil.CopyFileOrDirectory(AssetDatabase.GetAssetPath(volumeProfile), path);
                            AssetDatabase.ImportAsset(path);
                        }

                        sceneProfile.m_universalPostFXProfile = AssetDatabase.LoadAssetAtPath <VolumeProfile>(path);
                    }
                }
#endif
            }
            catch (Exception e)
            {
                Console.WriteLine(e);
                throw;
            }
        }
Esempio n. 24
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        public static void ShowWorldMapStampSpawner()
        {
            Terrain worldMapTerrain = TerrainHelper.GetWorldMapTerrain();

            if (worldMapTerrain == null)
            {
                Debug.LogError("No world map created yet! Please create a world map first before opening the random terrain generator");
                return;
            }

            GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager(false);

            //Get the Gaia Settings
            GaiaSettings settings = GaiaUtils.GetGaiaSettings();

            //Create or find the stamper
            GameObject spawnerObj = GaiaUtils.GetOrCreateWorldDesigner();
            Spawner    spawner    = spawnerObj.GetComponent <WorldDesigner>();

            if (spawner == null)
            {
                spawner = spawnerObj.AddComponent <WorldDesigner>();
                if (settings != null)
                {
                    if (settings.m_defaultStampSpawnSettings != null)
                    {
                        spawner.LoadSettings(settings.m_defaultStampSpawnSettings);
                    }
                }
                spawner.m_settings.m_isWorldmapSpawner = true;
                spawner.m_worldMapTerrain = worldMapTerrain;

                //set up the export settings with the current Gaia Settings / defaults
                spawner.m_worldCreationSettings.m_targeSizePreset = settings.m_targeSizePreset;
                spawner.m_worldCreationSettings.m_xTiles          = settings.m_tilesX;
                spawner.m_worldCreationSettings.m_zTiles          = settings.m_tilesZ;
                spawner.m_worldTileSize = GaiaUtils.IntToEnvironmentSize(settings.m_currentDefaults.m_terrainSize);
                spawner.m_worldCreationSettings.m_tileSize              = settings.m_currentDefaults.m_terrainSize;
                spawner.m_worldCreationSettings.m_tileHeight            = settings.m_currentDefaults.m_terrainHeight;
                spawner.m_worldCreationSettings.m_createInScene         = settings.m_createTerrainScenes;
                spawner.m_worldCreationSettings.m_autoUnloadScenes      = settings.m_unloadTerrainScenes;
                spawner.m_worldCreationSettings.m_applyFloatingPointFix = settings.m_floatingPointFix;
                spawner.m_worldCreationSettings.m_qualityPreset         = settings.m_currentEnvironment;
                if (spawner.m_worldCreationSettings.m_gaiaDefaults == null)
                {
                    spawner.m_worldCreationSettings.m_gaiaDefaults = settings.m_currentDefaults;
                }

                spawner.StoreWorldSize();
                //spawner.StoreHeightmapResolution();

                //Check if we do have an existing terrain already, if yes, we would want to re-use it for the world map -> terrain export
                if (GaiaUtils.HasTerrains())
                {
                    spawner.m_useExistingTerrainForWorldMapExport = true;
                }
                else
                {
                    //No terrains yet - set up the terrain tiles in the session according to the current world creation settings
                    //so that the stamp previews will come out right.
                    TerrainLoaderManager.Instance.TerrainSceneStorage.m_terrainTilesX = settings.m_tilesX;
                    TerrainLoaderManager.Instance.TerrainSceneStorage.m_terrainTilesZ = settings.m_tilesZ;
                }

                spawner.FitToTerrain();
                spawner.UpdateMinMaxHeight();
            }
            else
            {
                spawner.m_settings.m_isWorldmapSpawner = true;
                spawner.m_worldMapTerrain = worldMapTerrain;
                spawner.FitToTerrain();
                spawner.UpdateMinMaxHeight();
            }
            gsm.m_session.m_worldBiomeMaskSettings = spawner.m_settings;
            TerrainLoaderManager.Instance.SwitchToWorldMap();
#if UNITY_EDITOR
            Selection.activeGameObject = spawnerObj;
#endif
        }
Esempio n. 25
0
        private void DrawTerrains(bool helpEnabled)
        {
            bool originalGUIState = GUI.enabled;

#if GAIA_PRO_PRESENT
            EditorGUILayout.BeginHorizontal();
            m_editorUtils.Label("IngestTerrain", GUILayout.Width(100));
            m_ingestTerrain = (Terrain)EditorGUILayout.ObjectField(m_ingestTerrain, typeof(Terrain), true);
            if (m_editorUtils.Button("Ingest"))
            {
                ////Try to find the X and Z coordinate for the scene name
                //double minX = m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes.Select(x => x.m_pos.x).Min();
                //double maxX = m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes.Select(x => x.m_pos.x).Max();
                //double minZ = m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes.Select(x => x.m_pos.z).Min();
                //double maxZ = m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes.Select(x => x.m_pos.z).Max();
                GaiaSessionManager    sessionManager        = GaiaSessionManager.GetSessionManager();
                WorldCreationSettings worldCreationSettings = new WorldCreationSettings()
                {
                    m_autoUnloadScenes      = false,
                    m_applyFloatingPointFix = TerrainLoaderManager.Instance.TerrainSceneStorage.m_useFloatingPointFix,
                    m_isWorldMap            = false
                };
                TerrainScene newScene = TerrainSceneCreator.CreateTerrainScene(m_ingestTerrain.gameObject.scene, TerrainLoaderManager.Instance.TerrainSceneStorage, sessionManager.m_session, m_ingestTerrain.gameObject, worldCreationSettings);
                TerrainLoaderManager.Instance.TerrainSceneStorage.m_terrainScenes.Add(newScene);
                TerrainLoaderManager.Instance.SaveStorageData();
                GaiaSessionManager.AddTerrainScenesToBuildSettings(new List <TerrainScene>()
                {
                    newScene
                });
            }
            EditorGUILayout.EndHorizontal();
            GUILayout.Space(EditorGUIUtility.singleLineHeight);
#endif

            EditorGUILayout.BeginHorizontal();
            if (m_editorUtils.Button("AddToBuildSettings"))
            {
                if (TerrainLoaderManager.ColliderOnlyLoadingActive)
                {
                    if (EditorUtility.DisplayDialog(m_editorUtils.GetTextValue("AddColliderScenesToBuildSettingsPopupTitle"), m_editorUtils.GetTextValue("AddColliderScenesToBuildSettingsPopupText"), m_editorUtils.GetTextValue("Continue"), m_editorUtils.GetTextValue("Cancel")))
                    {
#if GAIA_PRO_PRESENT
                        GaiaSessionManager.AddOnlyColliderScenesToBuildSettings(m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes);
#endif
                    }
                }
                else
                {
                    if (EditorUtility.DisplayDialog(m_editorUtils.GetTextValue("AddToBuildSettingsPopupTitle"), m_editorUtils.GetTextValue("AddToBuildSettingsPopupText"), m_editorUtils.GetTextValue("Continue"), m_editorUtils.GetTextValue("Cancel")))
                    {
#if GAIA_PRO_PRESENT
                        GaiaSessionManager.AddTerrainScenesToBuildSettings(m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes);
#endif
                    }
                }
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            if (m_editorUtils.Button("UnloadAll"))
            {
                m_terrainLoaderManager.SetLoadingRange(0, 0);
                m_terrainLoaderManager.UnloadAll(true);
            }
            if (m_editorUtils.Button("LoadAll"))
            {
                if (EditorUtility.DisplayDialog(m_editorUtils.GetTextValue("LoadAllPopupTitle"), m_editorUtils.GetTextValue("LoadAllPopupText"), m_editorUtils.GetTextValue("Continue"), m_editorUtils.GetTextValue("Cancel")))
                {
                    foreach (TerrainScene terrainScene in m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes)
                    {
                        m_terrainLoaderManager.SetLoadingRange(100000, m_terrainLoaderManager.GetImpostorLoadingRange());
                        terrainScene.AddRegularReference(m_terrainLoaderManager.gameObject);
                    }
                }
            }

            EditorGUILayout.EndHorizontal();

            if (!GaiaUtils.HasImpostorTerrains())
            {
                GUI.enabled = false;
            }
            EditorGUILayout.BeginHorizontal();
            if (m_editorUtils.Button("UnloadAllImpostors"))
            {
                m_terrainLoaderManager.SetLoadingRange(m_terrainLoaderManager.GetLoadingRange(), 0);
                m_terrainLoaderManager.UnloadAllImpostors(true);
            }
            if (m_editorUtils.Button("LoadAllImpostors"))
            {
                if (EditorUtility.DisplayDialog(m_editorUtils.GetTextValue("LoadAllPopupTitle"), m_editorUtils.GetTextValue("LoadAllImpostorsPopupText"), m_editorUtils.GetTextValue("Continue"), m_editorUtils.GetTextValue("Cancel")))
                {
                    m_terrainLoaderManager.SetLoadingRange(m_terrainLoaderManager.GetLoadingRange(), 100000);
                    foreach (TerrainScene terrainScene in m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes)
                    {
                        terrainScene.AddImpostorReference(m_terrainLoaderManager.gameObject);
                    }
                }
            }

            EditorGUILayout.EndHorizontal();

            GUI.enabled = originalGUIState;

            GUILayout.Space(EditorGUIUtility.singleLineHeight);

            float buttonWidth1 = 110;
            float buttonWidth2 = 60;

            if (m_terrainBoxStyle == null || m_terrainBoxStyle.normal.background == null)
            {
                m_terrainBoxStyle         = new GUIStyle(EditorStyles.helpBox);
                m_terrainBoxStyle.margin  = new RectOffset(0, 0, 0, 0);
                m_terrainBoxStyle.padding = new RectOffset(3, 3, 3, 3);
            }

            int removeIndex  = -99;
            int currentIndex = 0;

            foreach (TerrainScene terrainScene in m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes)
            {
                EditorGUILayout.BeginVertical(m_terrainBoxStyle);
                {
                    EditorGUILayout.LabelField(terrainScene.GetTerrainName());
                    EditorGUILayout.BeginHorizontal();
                    bool isLoaded         = terrainScene.m_regularLoadState == LoadState.Loaded && terrainScene.TerrainObj != null && terrainScene.TerrainObj.activeInHierarchy;
                    bool isImpostorLoaded = terrainScene.m_impostorLoadState == LoadState.Loaded || terrainScene.m_impostorLoadState == LoadState.Cached;

                    bool currentGUIState = GUI.enabled;
                    GUI.enabled = isLoaded;
                    if (m_editorUtils.Button("SelectPlaceholder", GUILayout.Width(buttonWidth1)))
                    {
                        Selection.activeGameObject = GameObject.Find(terrainScene.GetTerrainName());
                        EditorGUIUtility.PingObject(Selection.activeObject);
                    }
                    GUI.enabled = currentGUIState;
                    if (isLoaded)
                    {
                        if (m_editorUtils.Button("UnloadPlaceholder", GUILayout.Width(buttonWidth2)))
                        {
                            if (ResetToWorldOriginLoading())
                            {
                                terrainScene.RemoveAllReferences(true);
                            }
                        }
                    }
                    else
                    {
                        if (m_editorUtils.Button("LoadPlaceholder", GUILayout.Width(buttonWidth2)))
                        {
                            if (ResetToWorldOriginLoading())
                            {
                                terrainScene.AddRegularReference(m_terrainLoaderManager.gameObject);
                            }
                        }
                    }

                    if (string.IsNullOrEmpty(terrainScene.m_impostorScenePath))
                    {
                        GUI.enabled = false;
                    }

                    if (isImpostorLoaded)
                    {
                        if (m_editorUtils.Button("UnLoadImpostor", GUILayout.Width(buttonWidth1)))
                        {
                            if (ResetToWorldOriginLoading())
                            {
                                terrainScene.RemoveImpostorReference(m_terrainLoaderManager.gameObject, 0, true);
                            }
                        }
                    }
                    else
                    {
                        if (m_editorUtils.Button("LoadImpostor", GUILayout.Width(buttonWidth1)))
                        {
                            if (ResetToWorldOriginLoading())
                            {
                                terrainScene.AddImpostorReference(m_terrainLoaderManager.gameObject);
                            }
                        }
                    }

                    GUI.enabled = originalGUIState;

                    if (m_editorUtils.Button("RemoveScene"))
                    {
                        if (EditorUtility.DisplayDialog(m_editorUtils.GetTextValue("RemoveSceneTitle"), m_editorUtils.GetTextValue("RemoveSceneText"), m_editorUtils.GetTextValue("Continue"), m_editorUtils.GetTextValue("Cancel")))
                        {
                            removeIndex = currentIndex;
                        }
                    }

                    EditorGUILayout.EndHorizontal();
                    if (terrainScene.RegularReferences.Count > 0)
                    {
                        EditorGUI.indentLevel++;
                        terrainScene.m_isFoldedOut = m_editorUtils.Foldout(terrainScene.m_isFoldedOut, "ShowTerrainReferences");
                        if (terrainScene.m_isFoldedOut)
                        {
                            foreach (GameObject go in terrainScene.RegularReferences)
                            {
                                EditorGUILayout.BeginHorizontal();
                                GUILayout.Space(20);
                                m_editorUtils.Label(new GUIContent(go.name, m_editorUtils.GetTextValue("TerrainReferenceToolTip")));
                                if (m_editorUtils.Button("TerrainReferenceSelect", GUILayout.Width(buttonWidth1)))
                                {
                                    Selection.activeObject = go;
                                    SceneView.lastActiveSceneView.FrameSelected();
                                }
                                if (m_editorUtils.Button("TerrainReferenceRemove", GUILayout.Width(buttonWidth2)))
                                {
                                    terrainScene.RemoveRegularReference(go);
                                }
                                GUILayout.Space(100);
                                EditorGUILayout.EndHorizontal();
                            }
                        }
                        EditorGUI.indentLevel--;
                    }
                    if (terrainScene.ImpostorReferences.Count > 0)
                    {
                        EditorGUI.indentLevel++;
                        terrainScene.m_isFoldedOut = m_editorUtils.Foldout(terrainScene.m_isFoldedOut, "ShowImpostorReferences");
                        if (terrainScene.m_isFoldedOut)
                        {
                            foreach (GameObject go in terrainScene.ImpostorReferences)
                            {
                                EditorGUILayout.BeginHorizontal();
                                GUILayout.Space(20);
                                m_editorUtils.Label(new GUIContent(go.name, m_editorUtils.GetTextValue("TerrainReferenceToolTip")));
                                if (m_editorUtils.Button("TerrainReferenceSelect", GUILayout.Width(buttonWidth1)))
                                {
                                    Selection.activeObject = go;
                                    SceneView.lastActiveSceneView.FrameSelected();
                                }
                                if (m_editorUtils.Button("TerrainReferenceRemove", GUILayout.Width(buttonWidth2)))
                                {
                                    terrainScene.RemoveImpostorReference(go);
                                }
                                GUILayout.Space(100);
                                EditorGUILayout.EndHorizontal();
                            }
                        }
                        EditorGUI.indentLevel--;
                    }
                }
                GUILayout.EndVertical();
                GUILayout.Space(5f);
                currentIndex++;
            }

            if (removeIndex != -99)
            {
                AssetDatabase.DeleteAsset(m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes[removeIndex].m_scenePath);
                m_terrainLoaderManager.TerrainSceneStorage.m_terrainScenes.RemoveAt(removeIndex);
                m_terrainLoaderManager.SaveStorageData();
            }
        }
Esempio n. 26
0
        /// <summary>
        /// Clear all the trees on all the terrains
        /// </summary>
        public static void ClearSpawns(SpawnerResourceType resourceType, ClearSpawnFor clearSpawnFor, ClearSpawnFrom clearSpawnFrom, List <string> terrainNames = null, Spawner spawner = null)
        {
            if (terrainNames == null)
            {
                if (clearSpawnFor == ClearSpawnFor.AllTerrains)
                {
                    if (GaiaUtils.HasDynamicLoadedTerrains())
                    {
                        GaiaSessionManager sessionManager = GaiaSessionManager.GetSessionManager();
                        terrainNames = TerrainLoaderManager.TerrainScenes.Select(x => x.GetTerrainName()).ToList();
                    }
                    else
                    {
                        terrainNames = Terrain.activeTerrains.Select(x => x.name).ToList();
                    }
                }
                else
                {
                    terrainNames = new List <string> {
                        spawner.GetCurrentTerrain().name
                    };
                }
            }

            string progressBarTitle = "Clearing...";

            Action <Terrain> act = null;

            switch (resourceType)
            {
            case SpawnerResourceType.TerrainTexture:
                progressBarTitle = "Clearing Textures";
                //Not supported, should not be required
                throw new NotSupportedException("Clearing of Textures is currently not supported via the terrain helper");

            case SpawnerResourceType.TerrainDetail:
                progressBarTitle = "Clearing Terrain Details";
                act = (t) => ClearDetailsOnSingleTerrain(t, spawner, clearSpawnFrom);
                break;

            case SpawnerResourceType.TerrainTree:
                progressBarTitle = "Clearing Trees";
                act = (t) => ClearTreesOnSingleTerrain(t, spawner, clearSpawnFrom);
                break;

            case SpawnerResourceType.GameObject:
                progressBarTitle = "Clearing Game Objects";
                act = (t) => ClearGameObjectsOnSingleTerrain(t, spawner, clearSpawnFrom);
                break;

            case SpawnerResourceType.Probe:
                progressBarTitle = "Clearing Probes";
                act = (t) => ClearGameObjectsOnSingleTerrain(t, spawner, clearSpawnFrom);
                break;

            case SpawnerResourceType.SpawnExtension:
                progressBarTitle = "Clearing Spawn Extensions";
                act = (t) => ClearSpawnExtensionsOnSingleTerrain(t, spawner, clearSpawnFrom);
                break;

            case SpawnerResourceType.StampDistribution:
                //Not supported, should not be required
                throw new NotSupportedException("Clearing of Stamps is currently not supported via the terrain helper");
            }

            if (GaiaUtils.HasDynamicLoadedTerrains())
            {
                GaiaUtils.CallFunctionOnDynamicLoadedTerrains(act, true, terrainNames);
            }
            else
            {
                for (int idx = 0; idx < terrainNames.Count; idx++)
                {
                    ProgressBar.Show(ProgressBarPriority.Spawning, progressBarTitle, progressBarTitle, idx + 1, terrainNames.Count(), true);

                    GameObject go = GameObject.Find(terrainNames[idx]);
                    if (go != null)
                    {
                        Terrain terrain = go.GetComponent <Terrain>();
                        act(terrain);
                    }
                    ProgressBar.Clear(ProgressBarPriority.Spawning);
                }
            }
        }
Esempio n. 27
0
        /// <summary>
        /// Get the bounds of the terrain at this location or fail with a null
        /// </summary>
        /// <param name="locationWU">Location to check and get terrain for</param>
        /// <returns>Bounds of selected terrain or null if invalid for some reason</returns>
        public static bool GetTerrainBounds(ref BoundsDouble bounds, bool activeTerrainsOnly = false)
        {
            //Terrain terrain = GetTerrain(locationWU);
            //if (terrain == null)
            //{
            //    return false;
            //}
            //bounds.center = terrain.transform.position;
            //bounds.size = terrain.terrainData.size;
            //bounds.center += bounds.extents;

            Vector3Double accumulatedCenter = new Vector3Double();

            //Do we use dynamic loaded terrains in the scene?
            if (GaiaUtils.HasDynamicLoadedTerrains() && !activeTerrainsOnly)
            {
#if GAIA_PRO_PRESENT
                //we do have dynamic terrains -> calculate the bounds according to the terrain scene data in the session
                GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager(false);

                foreach (TerrainScene t in TerrainLoaderManager.TerrainScenes)
                {
                    accumulatedCenter += t.m_bounds.center;
                }

                bounds.center = accumulatedCenter / TerrainLoaderManager.TerrainScenes.Count;

                foreach (TerrainScene t in TerrainLoaderManager.TerrainScenes)
                {
                    bounds.Encapsulate(t.m_bounds);
                }
#endif
            }
            else
            {
                //no placeholder -> calculate bounds according to the active terrains in the scene
                if (Terrain.activeTerrains.Length > 0)
                {
                    foreach (Terrain t in Terrain.activeTerrains)
                    {
                        if (!TerrainHelper.IsWorldMapTerrain(t))
                        {
                            if (t.terrainData != null)
                            {
                                accumulatedCenter += new Vector3Double(t.transform.position) + new Vector3Double(t.terrainData.bounds.extents);
                            }
                            else
                            {
                                Debug.LogWarning("Terrain " + t.name + " in the scene is missing the terrain data object!");
                            }
                        }
                    }
                    bounds.center = accumulatedCenter / Terrain.activeTerrains.Length;

                    foreach (Terrain t in Terrain.activeTerrains)
                    {
                        if (!TerrainHelper.IsWorldMapTerrain(t))
                        {
                            if (t.terrainData != null)
                            {
                                Bounds newBounds = new Bounds();
                                newBounds.center  = t.transform.position;
                                newBounds.size    = t.terrainData.size;
                                newBounds.center += t.terrainData.bounds.extents;
                                bounds.Encapsulate(newBounds);
                            }
                        }
                    }
                }
                else
                {
                    bounds = new BoundsDouble(Vector3Double.zero, Vector3Double.zero);
                    //No active terrains? There might be mesh terrains we can use then
                    GameObject meshTerrainExportObject = GaiaUtils.GetTerrainExportObject(false);
                    if (meshTerrainExportObject != null)
                    {
                        foreach (Transform t in meshTerrainExportObject.transform)
                        {
                            MeshRenderer mr = t.GetComponent <MeshRenderer>();
                            if (mr != null)
                            {
                                bounds.Encapsulate(mr.bounds);
                            }
                        }
                    }
                }
            }


            return(true);
        }
Esempio n. 28
0
        public void LoadStorageData()
        {
#if UNITY_EDITOR
            //Try to get the terrain scene storage file from the last used GUID first
            if (!String.IsNullOrEmpty(m_lastUsedGUID))
            {
                m_terrainSceneStorage = (TerrainSceneStorage)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(m_lastUsedGUID), typeof(TerrainSceneStorage));
            }

            //No guid / storage object? Then we need to create one in the current session directory
            if (m_terrainSceneStorage == null)
            {
                GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager();
                if (gsm != null && gsm.m_session != null)
                {
                    string path = GaiaDirectories.GetScenePath(gsm.m_session) + "/TerrainScenes.asset";
                    if (File.Exists(path))
                    {
                        m_terrainSceneStorage = (TerrainSceneStorage)AssetDatabase.LoadAssetAtPath(path, typeof(TerrainSceneStorage));
                    }
                    else
                    {
                        m_terrainSceneStorage = ScriptableObject.CreateInstance <TerrainSceneStorage>();
                        if (TerrainHelper.GetWorldMapTerrain() != null)
                        {
                            m_terrainSceneStorage.m_hasWorldMap = true;
                        }
                        AssetDatabase.CreateAsset(m_terrainSceneStorage, path);
                        AssetDatabase.ImportAsset(path);
                    }
                }
                else
                {
                    m_terrainSceneStorage = ScriptableObject.CreateInstance <TerrainSceneStorage>();
                }
            }

            //Check if there are scene files existing already and if they are in the storage data - if not, we should pick them up accordingly
            string directory = GaiaDirectories.GetTerrainScenePathForStorageFile(m_terrainSceneStorage);
            var    dirInfo   = new DirectoryInfo(directory);

            bool madeChanges = false;

            if (dirInfo != null)
            {
                FileInfo[] allFiles = dirInfo.GetFiles();
                foreach (FileInfo fileInfo in allFiles)
                {
                    if (fileInfo.Extension == ".unity")
                    {
                        string path = GaiaDirectories.GetPathStartingAtAssetsFolder(fileInfo.FullName);

                        if (!m_terrainSceneStorage.m_terrainScenes.Exists(x => x.GetTerrainName() == x.GetTerrainName(path)))
                        {
                            string firstSegment = fileInfo.Name.Split('-')[0];
                            int    xCoord = -99;
                            int    zCoord = -99;
                            bool   successX, successZ;
                            try
                            {
                                successX = Int32.TryParse(firstSegment.Substring(firstSegment.IndexOf('_') + 1, firstSegment.LastIndexOf('_') - (firstSegment.IndexOf('_') + 1)), out xCoord);
                                successZ = Int32.TryParse(firstSegment.Substring(firstSegment.LastIndexOf('_') + 1, firstSegment.Length - 1 - firstSegment.LastIndexOf('_')), out zCoord);
                            }
                            catch (Exception ex)
                            {
                                if (ex.Message == "123")
                                {
                                }
                                successX = false;
                                successZ = false;
                            }


                            if (successX && successZ)
                            {
                                //double centerX = (xCoord - (m_terrainSceneStorage.m_terrainTilesX / 2f)) * m_terrainSceneStorage.m_terrainTilesSize + (m_terrainSceneStorage.m_terrainTilesSize /2f);
                                //double centerZ = (zCoord - (m_terrainSceneStorage.m_terrainTilesZ / 2f)) * m_terrainSceneStorage.m_terrainTilesSize + (m_terrainSceneStorage.m_terrainTilesSize / 2f);
                                Vector2       offset   = new Vector2(-m_terrainSceneStorage.m_terrainTilesSize * m_terrainSceneStorage.m_terrainTilesX * 0.5f, -m_terrainSceneStorage.m_terrainTilesSize * m_terrainSceneStorage.m_terrainTilesZ * 0.5f);
                                Vector3Double position = new Vector3(m_terrainSceneStorage.m_terrainTilesSize * xCoord + offset.x, 0, m_terrainSceneStorage.m_terrainTilesSize * zCoord + offset.y);
                                Vector3Double center   = new Vector3Double(position + new Vector3Double(m_terrainSceneStorage.m_terrainTilesSize / 2f, 0f, m_terrainSceneStorage.m_terrainTilesSize / 2f));
                                BoundsDouble  bounds   = new BoundsDouble(center, new Vector3Double(m_terrainSceneStorage.m_terrainTilesSize, m_terrainSceneStorage.m_terrainTilesSize * 4, m_terrainSceneStorage.m_terrainTilesSize));
                                //Use forward slashes in the path - The Unity scene management classes expect it that way
                                path = path.Replace("\\", "/");
                                TerrainScene terrainScene = new TerrainScene()
                                {
                                    m_scenePath           = path,
                                    m_pos                 = position,
                                    m_bounds              = bounds,
                                    m_useFloatingPointFix = m_terrainSceneStorage.m_useFloatingPointFix
                                };

                                if (File.Exists(path.Replace("Terrain", GaiaConstants.ImpostorTerrainName)))
                                {
                                    terrainScene.m_impostorScenePath = path.Replace("Terrain", GaiaConstants.ImpostorTerrainName);
                                }

                                if (File.Exists(path.Replace("Terrain", "Collider")))
                                {
                                    terrainScene.m_colliderScenePath = path.Replace("Terrain", "Collider");
                                }

                                if (File.Exists(path.Replace("Terrain", "Backup")))
                                {
                                    terrainScene.m_backupScenePath = path.Replace("Terrain", "Backup");
                                }

                                m_terrainSceneStorage.m_terrainScenes.Add(terrainScene);
                                madeChanges = true;
                            }
                        }
                    }
                }
                if (madeChanges)
                {
                    EditorUtility.SetDirty(m_terrainSceneStorage);
                    AssetDatabase.SaveAssets();
                }
            }

            m_lastUsedGUID = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_terrainSceneStorage));


            RefreshTerrainsWithCurrentData();

            RefreshSceneViewLoadingRange();

            ////Go over the currently open scene and close the ones that do not seem to have a reference on them
            //for (int i = EditorSceneManager.loadedSceneCount-1; i >= 0; i--)
            //{
            //    Scene scene = EditorSceneManager.GetSceneAt(i);
            //    if (EditorSceneManager.GetActiveScene().Equals(scene))
            //    {
            //        continue;
            //    }
            //      TerrainScene terrainScene = m_terrainSceneStorage.m_terrainScenes.Find(x => x.m_scenePath == scene.path || x.m_impostorScenePath == scene.path || x.m_colliderScenePath == scene.path);
            //      if (terrainScene != null)
            //      {
            //            terrainScene.UpdateWithCurrentData();
            //      }
            //      else
            //      {
            //            EditorSceneManager.UnloadSceneAsync(scene);
            //      }
            //}
#endif
        }
Esempio n. 29
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        public override void OnInspectorGUI()
        {
            //Get our resource
            m_session = (GaiaSession)target;

            //Set up the box style
            if (m_boxStyle == null)
            {
                m_boxStyle = new GUIStyle(GUI.skin.box);
                m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor;
                m_boxStyle.fontStyle        = FontStyle.Bold;
                m_boxStyle.alignment        = TextAnchor.UpperLeft;
            }

            //Setup the wrap style
            if (m_wrapStyle == null)
            {
                m_wrapStyle          = new GUIStyle(GUI.skin.label);
                m_wrapStyle.wordWrap = true;
            }

            //Set up the description wrap style
            if (m_descWrapStyle == null)
            {
                m_descWrapStyle          = new GUIStyle(GUI.skin.textArea);
                m_descWrapStyle.wordWrap = true;
            }

            //Create a nice text intro
            GUILayout.BeginVertical("Gaia Session", m_boxStyle);
            GUILayout.Space(20);
            EditorGUILayout.LabelField("Contains the data used to backup, share and play back sessions. Use the session manager to view, edit or play back sessions.", m_wrapStyle);
            GUILayout.Space(4);
            GUILayout.EndVertical();

            //Make some space
            GUILayout.Space(4);

            //Wrap it up in a box
            GUILayout.BeginVertical(m_boxStyle);
            GUILayout.BeginVertical("Summary:", m_boxStyle);
            GUILayout.Space(20);

            //Display the basic details
            EditorGUILayout.LabelField("Name", m_session.m_name);
            EditorGUILayout.LabelField("Description", m_session.m_description, m_wrapStyle);
            EditorGUILayout.LabelField("Created", m_session.m_dateCreated);
            EditorGUILayout.LabelField("Dimensions", string.Format("w{0} d{1} h{2} meters", m_session.m_terrainWidth, m_session.m_terrainDepth, m_session.m_terrainHeight));
            EditorGUILayout.LabelField("Sea Level", string.Format("{0} meters", m_session.m_seaLevel));
            EditorGUILayout.LabelField("Locked", m_session.m_isLocked.ToString());

            Texture2D previewImage = m_session.m_previewImage;

            if (previewImage != null)
            {
                //Get aspect ratio and available space and display the image
                float width  = Screen.width - 43f;
                float height = previewImage.height * (width / previewImage.width);
                GUILayout.Label(previewImage, GUILayout.MaxWidth(width), GUILayout.MaxHeight(height));
            }

            GUILayout.EndVertical();

            //Iterate through the operations
            GUILayout.BeginVertical("Operations:", m_boxStyle);
            GUILayout.Space(20);

            if (m_session.m_operations.Count == 0)
            {
                GUILayout.Space(5);
                GUILayout.Label("No operations yet...");
                GUILayout.Space(5);
            }
            else
            {
                GaiaOperation op;
                EditorGUI.indentLevel++;
                for (int opIdx = 0; opIdx < m_session.m_operations.Count; opIdx++)
                {
                    op = m_session.m_operations[opIdx];

                    if (op.m_isActive)
                    {
                        op.m_isFoldedOut = EditorGUILayout.Foldout(op.m_isFoldedOut, op.m_description, true);
                    }
                    else
                    {
                        op.m_isFoldedOut = EditorGUILayout.Foldout(op.m_isFoldedOut, op.m_description + " [inactive]", true);
                    }

                    if (op.m_isFoldedOut)
                    {
                        EditorGUI.indentLevel++;
                        EditorGUILayout.LabelField("Description", op.m_description, m_wrapStyle);
                        EditorGUILayout.LabelField("Created", op.m_operationDateTime);
                        EditorGUILayout.LabelField("Active", op.m_isActive.ToString());
                        EditorGUI.indentLevel--;
                    }
                }
                EditorGUI.indentLevel--;
            }
            GUILayout.EndVertical();
            GUILayout.EndVertical();
            if (GUILayout.Button("Play Session"))
            {
                GaiaSessionManager gsm = GaiaSessionManager.GetSessionManager(false, false);
                if (gsm == null)
                {
                    GameObject gaiaObj = GaiaUtils.GetGaiaGameObject();
                    GameObject mgrObj  = new GameObject("Session Manager");
                    gsm = mgrObj.AddComponent <GaiaSessionManager>();
                    mgrObj.transform.parent = gaiaObj.transform;
                }


                GaiaLighting.SetDefaultAmbientLight(GaiaUtils.GetGaiaSettings().m_gaiaLightingProfile);
                //make a copy of the session - otherwise there is the danger of conflicting with the old session data while playing back the session
                GaiaSession sessionCopy = Instantiate(m_session);
                sessionCopy.m_name = GaiaSessionManager.GetNewSessionName();
                sessionCopy.name   = sessionCopy.m_name;
                gsm.m_session      = sessionCopy;
                string path = GaiaDirectories.GetSessionDirectory();
                AssetDatabase.CreateAsset(sessionCopy, path + "/" + sessionCopy.m_name + ".asset");
                AssetDatabase.SaveAssets();
                GaiaSessionManager.PlaySession(sessionCopy);
            }

            if (GUILayout.Button("Open Session in Manager"))
            {
                GaiaSessionManager.LoadSession(m_session);
            }
        }
Esempio n. 30
0
        /// <summary>
        /// Draw gizmos
        /// </summary>
        void OnDrawGizmos()
        {
            if (m_resources == null)
            {
                return;
            }

            if (m_spawner == null)
            {
                return;
            }

            if (m_terrainHeightMap == null)
            {
                return;
            }

            //Lets visualise fitness
            float x, y = transform.position.y, z;
            float xStart   = transform.position.x - m_range;
            float xEnd     = transform.position.x + m_range;
            float zStart   = transform.position.z - m_range;
            float zEnd     = transform.position.z + m_range;
            float ballsize = Mathf.Clamp(m_resolution * 0.25f, 0.5f, 5f);

            m_spawner.m_settings.m_spawnRange = m_range;
            m_spawner.m_spawnerBounds         = new Bounds(transform.position, new Vector3(m_range * 2f, m_range * 20f, m_range * 2f));

            SpawnInfo spawnInfo = new SpawnInfo();
            Vector3   location  = new Vector3();
            float     fitness   = 0f;

            //Create caches
            if ((DateTime.Now - m_lastCacheUpdateDate).TotalSeconds > 5)
            {
                m_lastCacheUpdateDate = DateTime.Now;
                m_spawner.DeleteSpawnCaches();
                m_spawner.CreateSpawnCaches(m_selectedResourceType, m_selectedResourceIdx);

                //Also update the location so make moving it easier
                Terrain terrain = TerrainHelper.GetTerrain(transform.position);
                if (terrain != null)
                {
                    transform.position = new Vector3(transform.position.x, terrain.SampleHeight(transform.position) + 5f, transform.position.z);
                }
            }

            //Set up the texture layer array in spawn info
            spawnInfo.m_textureStrengths = new float[Terrain.activeTerrain.terrainData.alphamapLayers];

            //Now visualise fitness
            for (x = xStart; x < xEnd; x += m_resolution)
            {
                for (z = zStart; z < zEnd; z += m_resolution)
                {
                    location.Set(x, y, z);
                    if (m_spawner.CheckLocation(location, ref spawnInfo))
                    {
                        fitness = GetFitness(ref spawnInfo);
                        if (fitness < m_minimumFitness)
                        {
                            continue;
                        }
                        Gizmos.color = Color.Lerp(m_unfitColour, m_fitColour, fitness);
                        Gizmos.DrawSphere(spawnInfo.m_hitLocationWU, ballsize);
                    }
                }
            }

            //Now draw water
            //Water
            if (m_resources != null)
            {
                BoundsDouble bounds = new BoundsDouble();
                if (TerrainHelper.GetTerrainBounds(ref bounds) == true)
                {
                    bounds.center = new Vector3Double(bounds.center.x, GaiaSessionManager.GetSessionManager().GetSeaLevel(), bounds.center.z);
                    bounds.size   = new Vector3Double(bounds.size.x, 0.05f, bounds.size.z);
                    Gizmos.color  = new Color(Color.blue.r, Color.blue.g, Color.blue.b, Color.blue.a / 4f);
                    Gizmos.DrawCube(bounds.center, bounds.size);
                }
            }
        }