private static void RestoreTreeInstances(GStylizedTerrain t, string backupName) { string prototyeIndicesFileName = string.Format("{0}_{1}_{2}", t.TerrainData.Id, GBackupFile.TREE_SUFFIX, GBackupFile.PROTOTYPEINDEX_SUFFIX); string positionsFileName = string.Format("{0}_{1}_{2}", t.TerrainData.Id, GBackupFile.TREE_SUFFIX, GBackupFile.POSITION_SUFFIX); string rotationsFileName = string.Format("{0}_{1}_{2}", t.TerrainData.Id, GBackupFile.TREE_SUFFIX, GBackupFile.ROTATION_SUFFIX); string scalesFileName = string.Format("{0}_{1}_{2}", t.TerrainData.Id, GBackupFile.TREE_SUFFIX, GBackupFile.SCALE_SUFFIX); byte[] protoIndicesData = GBackupFile.ReadAllBytes(backupName, prototyeIndicesFileName); byte[] positionsData = GBackupFile.ReadAllBytes(backupName, positionsFileName); byte[] rotationData = GBackupFile.ReadAllBytes(backupName, rotationsFileName); byte[] scalesData = GBackupFile.ReadAllBytes(backupName, scalesFileName); if (protoIndicesData != null && positionsData != null && rotationData != null && scalesData != null) { protoIndicesData = GCompressor.Decompress(protoIndicesData); positionsData = GCompressor.Decompress(positionsData); rotationData = GCompressor.Decompress(rotationData); scalesData = GCompressor.Decompress(scalesData); int[] indices = new int[protoIndicesData.Length / sizeof(int)]; float[] positions = new float[positionsData.Length / sizeof(float)]; float[] rotations = new float[rotationData.Length / sizeof(float)]; float[] scales = new float[scalesData.Length / sizeof(float)]; Buffer.BlockCopy(protoIndicesData, 0, indices, 0, protoIndicesData.Length); Buffer.BlockCopy(positionsData, 0, positions, 0, positionsData.Length); Buffer.BlockCopy(rotationData, 0, rotations, 0, rotationData.Length); Buffer.BlockCopy(scalesData, 0, scales, 0, scalesData.Length); List <GTreeInstance> trees = new List <GTreeInstance>(); for (int i = 0; i < indices.Length; ++i) { GTreeInstance tree = GTreeInstance.Create(indices[i]); tree.Position = new Vector3( positions[i * 3 + 0], positions[i * 3 + 1], positions[i * 3 + 2]); tree.Rotation = new Quaternion( rotations[i * 4 + 0], rotations[i * 4 + 1], rotations[i * 4 + 2], rotations[i * 4 + 3]); tree.Scale = new Vector3( scales[i * 3 + 0], scales[i * 3 + 1], scales[i * 3 + 2]); trees.Add(tree); } t.TerrainData.Foliage.TreeInstances.Clear(); t.TerrainData.Foliage.TreeInstances.AddRange(trees); t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Foliage); } }
private void SpawnTreesOnTerrain(GStylizedTerrain t, Color[] maskData, List <Vector4> vertices) { int treeIndex = -1; Vector2 v0 = Vector2.zero; Vector2 v1 = Vector2.zero; Vector2 v2 = Vector2.zero; Vector2 center = Vector2.zero; float radius = 0; Vector2 pos = Vector2.zero; Vector3 bary = Vector3.zero; float maskValue = 0; int trisCount = vertices.Count / 3; for (int i = 0; i < trisCount; ++i) { v0 = t.WorldPointToUV(vertices[i * 3 + 0]); v1 = t.WorldPointToUV(vertices[i * 3 + 1]); v2 = t.WorldPointToUV(vertices[i * 3 + 2]); center = (v0 + v1 + v2) / 3; radius = Vector2.Distance(center, v0); for (int s = 0; s < TreeDensity; ++s) { treeIndex = TreePrototypeIndices[Random.Range(0, TreePrototypeIndices.Count)]; pos = center + Random.insideUnitCircle * radius; if (pos.x < 0 || pos.x > 1 || pos.y < 0 || pos.x > 1) { continue; } GUtilities.CalculateBarycentricCoord(pos, v0, v1, v2, ref bary); if (bary.x < 0 || bary.y < 0 || bary.z < 0) { continue; } maskValue = GUtilities.GetColorBilinear(maskData, MaskResolution, MaskResolution, pos).r; if (Random.value > maskValue) { continue; } GTreeInstance tree = GTreeInstance.Create(treeIndex); tree.Position = new Vector3(pos.x, 0, pos.y); tree.Rotation = Quaternion.Euler(0, Random.Range(MinRotation, MaxRotation), 0); tree.Scale = Vector3.Lerp(MinScale, MaxScale, Random.value); t.TerrainData.Foliage.TreeInstances.Add(tree); } } }
private void SpawnTreeOnTerrain(GStylizedTerrain t, Color[] maskData, int layerIndex) { GFoliageStampLayer layer = Layers[layerIndex]; Vector3 centerPos = Vector3.zero; Vector3 samplePos = Vector3.zero; Vector2 uv = Vector2.zero; float maskValue = 0; Vector3 terrainSize = new Vector3( t.TerrainData.Geometry.Width, t.TerrainData.Geometry.Height, t.TerrainData.Geometry.Length); Vector3 scale = new Vector3( GUtilities.InverseLerpUnclamped(0, terrainSize.x, Scale.x), 1, GUtilities.InverseLerpUnclamped(0, terrainSize.z, Scale.z)); Matrix4x4 matrix = Matrix4x4.TRS( t.WorldPointToNormalized(Position), Rotation, scale); int treeIndex = -1; int instanceCount = 0; int attempt = 0; int maxAttempt = layer.TreeInstanceCount * 100; #if UNITY_EDITOR string title = "Stamping on " + t.name; string info = string.Format("Layer: {0}", !string.IsNullOrEmpty(layer.Name) ? layer.Name : layerIndex.ToString()); int currentPercent = 0; int attemptPercent = 0; int instancePercent = 0; GCommonGUI.CancelableProgressBar(title, info, 0); #endif while (instanceCount < layer.TreeInstanceCount && attempt <= maxAttempt) { attempt += 1; #if UNITY_EDITOR attemptPercent = (int)(attempt * 100.0f / maxAttempt); instancePercent = (int)(instanceCount * 100.0f / layer.TreeInstanceCount); if (currentPercent != Mathf.Max(attemptPercent, instancePercent)) { currentPercent = Mathf.Max(attemptPercent, instancePercent); GCommonGUI.CancelableProgressBar(title, string.Format("{0} ... {1}%", info, currentPercent), currentPercent / 100.0f); } #endif treeIndex = layer.TreeIndices[Random.Range(0, layer.TreeIndices.Count)]; centerPos.Set(Random.value - 0.5f, 0, Random.value - 0.5f); samplePos = matrix.MultiplyPoint(centerPos); if (samplePos.x < 0 || samplePos.x > 1 || samplePos.z < 0 || samplePos.z > 1) { continue; } uv.Set(samplePos.x, samplePos.z); maskValue = GUtilities.GetColorBilinear(maskData, MaskResolution, MaskResolution, uv).r; if (Random.value > maskValue) { continue; } GTreeInstance tree = GTreeInstance.Create(treeIndex); tree.Position = new Vector3(samplePos.x, 0, samplePos.z); tree.Rotation = Quaternion.Euler(0, Random.Range(layer.MinRotation, layer.MaxRotation), 0); tree.Scale = Vector3.Lerp(layer.MinScale, layer.MaxScale, Random.value); t.TerrainData.Foliage.TreeInstances.Add(tree); instanceCount += 1; } #if UNITY_EDITOR GCommonGUI.ClearProgressBar(); #endif }
private void HandleSpawnTree(GStylizedTerrain terrain, GFoliagePainterArgs args) { int treeIndex = -1; Vector3 randomPos = Vector3.zero; Vector3 rayOrigin = Vector3.zero; Vector3 rayDirection = Vector3.down; float sqrtTwo = Mathf.Sqrt(2); Ray ray = new Ray(); RaycastHit samplePoint; Vector3 bary0 = Vector3.zero; Vector3 bary1 = Vector3.zero; Vector2 maskUv = Vector2.zero; Vector2 samplePointTexcoord = Vector2.zero; Color maskColor = Color.white; Texture2D clonedMask = null; Texture2D terrainMask = null; if (args.Mask != null) { clonedMask = GCommon.CloneAndResizeTexture(args.Mask, 256, 256); } if (args.EnableTerrainMask) { terrainMask = terrain.TerrainData.Mask.MaskMap; } int prototypeCount = terrain.TerrainData.Foliage.Trees.Prototypes.Count; List <GTreeInstance> newInstances = new List <GTreeInstance>(); for (int i = 0; i < args.Density; ++i) { treeIndex = args.TreeIndices[Random.Range(0, args.TreeIndices.Count)]; if (treeIndex < 0 || treeIndex >= prototypeCount) { continue; } randomPos = args.HitPoint + Random.insideUnitSphere * args.Radius * sqrtTwo; rayOrigin.Set( randomPos.x, 10000, randomPos.z); ray.origin = rayOrigin; ray.direction = rayDirection; if (terrain.Raycast(ray, out samplePoint, float.MaxValue)) { GUtilities.CalculateBarycentricCoord( new Vector2(samplePoint.point.x, samplePoint.point.z), new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z), new Vector2(args.WorldPointCorners[1].x, args.WorldPointCorners[1].z), new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z), ref bary0); GUtilities.CalculateBarycentricCoord( new Vector2(samplePoint.point.x, samplePoint.point.z), new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z), new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z), new Vector2(args.WorldPointCorners[3].x, args.WorldPointCorners[3].z), ref bary1); if (bary0.x >= 0 && bary0.y >= 0 && bary0.z >= 0) { maskUv = bary0.x * Vector2.zero + bary0.y * Vector2.up + bary0.z * Vector2.one; } else if (bary1.x >= 0 && bary1.y >= 0 && bary1.z >= 0) { maskUv = bary1.x * Vector2.zero + bary1.y * Vector2.one + bary1.z * Vector2.right; } else { continue; } //sample mask if (clonedMask != null) { maskColor = clonedMask.GetPixelBilinear(maskUv.x, maskUv.y); if (Random.value > maskColor.grayscale) { continue; } } //sample terrain mask if (args.EnableTerrainMask) { samplePointTexcoord = samplePoint.textureCoord; maskColor = terrainMask.GetPixelBilinear(samplePointTexcoord.x, samplePointTexcoord.y); if (Random.value < maskColor.r) { continue; } } //apply filter GSpawnFilterArgs filterArgs = GSpawnFilterArgs.Create(); filterArgs.Terrain = terrain; filterArgs.Position = samplePoint.point; filterArgs.SurfaceNormal = samplePoint.normal; filterArgs.SurfaceTexcoord = samplePoint.textureCoord; List <Type> suitableFilter = SuitableFilterTypes; if (args.Filters != null) { for (int fIndex = 0; fIndex < args.Filters.Length; ++fIndex) { if (args.Filters[fIndex] != null && args.Filters[fIndex].Ignore != true) { if (suitableFilter.Contains(args.Filters[fIndex].GetType())) { args.Filters[fIndex].Apply(ref filterArgs); } } if (filterArgs.ShouldExclude) { break; } } } //spawn if (filterArgs.ShouldExclude) { continue; } GTreeInstance tree = GTreeInstance.Create(treeIndex); tree.Position = terrain.WorldPointToNormalized(filterArgs.Position); tree.Rotation = filterArgs.Rotation; tree.Scale = filterArgs.Scale; newInstances.Add(tree); } } terrain.TerrainData.Foliage.AddTreeInstances(newInstances); newInstances.Clear(); if (clonedMask != null) { Object.DestroyImmediate(clonedMask); } }