public static float GetHeightRangeFromHeightfield(HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID) { float heightRange = 0f; HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_HEIGHT_RANGE, out heightRange); return heightRange; }
/// <summary> /// Fill up the given detailPrototype with values from the specified heightfield part. /// </summary> /// <param name="session">Houdini Engine session to query</param> /// <param name="geoID">The geometry ID in Houdini</param> /// <param name="partID">The part ID in Houdini</param> /// <param name="detailPrototype">The detail prototype object to populate</param> public static void PopulateDetailPrototype(HEU_SessionBase session, HAPI_NodeId geoID, HAPI_PartId partID, ref HEU_DetailPrototype detailPrototype) { // Get the detail prototype properties from attributes on this layer if (detailPrototype == null) { detailPrototype = new HEU_DetailPrototype(); } HAPI_AttributeInfo prefabAttrInfo = new HAPI_AttributeInfo(); string[] prefabPaths = HEU_GeneralUtility.GetAttributeStringData(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_PREFAB, ref prefabAttrInfo); if (prefabAttrInfo.exists && prefabPaths.Length >= 1) { detailPrototype._prototypePrefab = prefabPaths[0]; } HAPI_AttributeInfo textureAttrInfo = new HAPI_AttributeInfo(); string[] texturePaths = HEU_GeneralUtility.GetAttributeStringData(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_TEXTURE, ref textureAttrInfo); if (textureAttrInfo.exists && texturePaths.Length >= 1) { detailPrototype._prototypeTexture = texturePaths[0]; } float fvalue = 0; if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_BENDFACTOR, out fvalue)) { detailPrototype._bendFactor = fvalue; } Color color = Color.white; if (HEU_GeneralUtility.GetAttributeColorSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_DRYCOLOR, ref color)) { detailPrototype._dryColor = color; } if (HEU_GeneralUtility.GetAttributeColorSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_HEALTHYCOLOR, ref color)) { detailPrototype._healthyColor = color; } if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_MAXHEIGHT, out fvalue)) { detailPrototype._maxHeight = fvalue; } if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_MAXWIDTH, out fvalue)) { detailPrototype._maxWidth = fvalue; } if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_MINHEIGHT, out fvalue)) { detailPrototype._minHeight = fvalue; } if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_MINWIDTH, out fvalue)) { detailPrototype._minWidth = fvalue; } if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_NOISESPREAD, out fvalue)) { detailPrototype._noiseSpread = fvalue; } int iValue = 0; if (HEU_GeneralUtility.GetAttributeIntSingle(session, geoID, partID, HEU_Defines.HEIGHTFIELD_DETAIL_PROTOTYPE_RENDERMODE, out iValue)) { detailPrototype._renderMode = iValue; } }
/// <summary> /// Creates terrain from given volumeInfo for the given gameObject. /// If gameObject has a valid Terrain component, then it is reused. /// Similarly, if the Terrain component has a valid TerrainData, or if the given terrainData is valid, then it is used. /// Otherwise a new TerrainData is created and set to the Terrain. /// Populates the volumePositionOffset with the heightfield offset position. /// Returns true if successfully created the terrain, otherwise false. /// </summary> /// <param name="session">Houdini Engine session to query heightfield data from</param> /// <param name="volumeInfo">Volume info pertaining to the heightfield to generate the Terrain from</param> /// <param name="geoID">The geometry ID</param> /// <param name="partID">The part ID (height layer)</param> /// <param name="gameObject">The target GameObject containing the Terrain component</param> /// <param name="terrainData">A valid TerrainData to use, or if empty, a new one is created and populated</param> /// <param name="volumePositionOffset">Heightfield offset</param> /// <returns>True if successfully popupated the terrain</returns> public static bool GenerateTerrainFromVolume(HEU_SessionBase session, ref HAPI_VolumeInfo volumeInfo, HAPI_NodeId geoID, HAPI_PartId partID, GameObject gameObject, ref TerrainData terrainData, out Vector3 volumePositionOffset, ref Terrain terrain) { volumePositionOffset = Vector3.zero; if (volumeInfo.zLength == 1 && volumeInfo.tupleSize == 1) { // Heightfields will be converted to terrain in Unity. // Unity requires terrainData.heightmapResolution to be square power of two plus 1 (eg. 513, 257, 129, 65). // Houdini gives volumeInfo.xLength and volumeInfo.yLength which are the number of height values per dimension. // Note that volumeInfo.xLength and volumeInfo.yLength is equal to Houdini heightfield size / grid spacing. // The heightfield grid spacing is given as volumeTransformMatrix.scale but divided by 2 (grid spacing / 2 = volumeTransformMatrix.scale). // It is recommended to use grid spacing of 2. // Use the volumeInfo.transform to get the actual heightfield position and size. Matrix4x4 volumeTransformMatrix = HEU_HAPIUtility.GetMatrixFromHAPITransform(ref volumeInfo.transform, false); Vector3 position = HEU_HAPIUtility.GetPosition(ref volumeTransformMatrix); Vector3 scale = HEU_HAPIUtility.GetScale(ref volumeTransformMatrix); // Calculate real terrain size in both Houdini and Unity. // The height values will be mapped over this terrain size. float gridSpacingX = scale.x * 2f; float gridSpacingY = scale.y * 2f; float terrainSizeX = Mathf.Round((volumeInfo.xLength - 1) * gridSpacingX); float terrainSizeY = Mathf.Round((volumeInfo.yLength - 1) * gridSpacingY); // Test size //float terrainSizeX = Mathf.Round((volumeInfo.xLength) * gridSpacingX); //float terrainSizeY = Mathf.Round((volumeInfo.yLength) * gridSpacingY); //Debug.LogFormat("GS = {0},{1},{2}. SX = {1}. SY = {2}", gridSpacingX, gridSpacingY, terrainSizeX, terrainSizeY); //Debug.LogFormat("HeightField Pos:{0}, Scale:{1}", position, scale.ToString("{0.00}")); //Debug.LogFormat("HeightField tileSize:{0}, xLength:{1}, yLength:{2}", volumeInfo.tileSize.ToString("{0.00}"), volumeInfo.xLength.ToString("{0.00}"), volumeInfo.yLength.ToString("{0.00}")); //Debug.LogFormat("HeightField Terrain Size x:{0}, y:{1}", terrainSizeX.ToString("{0.00}"), terrainSizeY.ToString("{0.00}")); //Debug.LogFormat("HeightField minX={0}, minY={1}, minZ={2}", volumeInfo.minX.ToString("{0.00}"), volumeInfo.minY.ToString("{0.00}"), volumeInfo.minZ.ToString("{0.00}")); const int UNITY_MINIMUM_HEIGHTMAP_RESOLUTION = 33; if (terrainSizeX < UNITY_MINIMUM_HEIGHTMAP_RESOLUTION || terrainSizeY < UNITY_MINIMUM_HEIGHTMAP_RESOLUTION) { Debug.LogWarningFormat("Unity Terrain has a minimum heightmap resolution of {0}. This HDA heightmap size is {1}x{2}." + "\nPlease resize the terrain to a value higher than this.", UNITY_MINIMUM_HEIGHTMAP_RESOLUTION, terrainSizeX, terrainSizeY); return false; } bool bNewTerrain = false; bool bNewTerrainData = false; terrain = gameObject.GetComponent<Terrain>(); if (terrain == null) { terrain = gameObject.AddComponent<Terrain>(); bNewTerrain = true; } #if !HEU_TERRAIN_COLLIDER_DISABLED TerrainCollider collider = HEU_GeneralUtility.GetOrCreateComponent<TerrainCollider>(gameObject); #endif // Look up terrain material, if specified, on the height layer string specifiedTerrainMaterialName = HEU_GeneralUtility.GetMaterialAttributeValueFromPart(session, geoID, partID); // This ensures to reuse existing terraindata, and only creates new if none exist or none provided if (terrain.terrainData == null) { if (terrainData == null) { terrainData = new TerrainData(); bNewTerrainData = true; } terrain.terrainData = terrainData; SetTerrainMaterial(terrain, specifiedTerrainMaterialName); } terrainData = terrain.terrainData; #if !HEU_TERRAIN_COLLIDER_DISABLED collider.terrainData = terrainData; #endif if (bNewTerrain) { #if UNITY_2018_3_OR_NEWER terrain.allowAutoConnect = true; // This has to be set after setting material terrain.drawInstanced = true; #endif } // Heightmap resolution must be square power-of-two plus 1. // Unity will automatically resize terrainData.heightmapResolution so need to handle the changed size (if Unity changed it). int heightMapResolution = volumeInfo.xLength; terrainData.heightmapResolution = heightMapResolution; int terrainResizedDelta = terrainData.heightmapResolution - heightMapResolution; if (terrainResizedDelta < 0) { Debug.LogWarningFormat("Note that Unity automatically resized terrain resolution to {0} from {1}. Use terrain size of power of two plus 1, and grid spacing of 2.", heightMapResolution, terrainData.heightmapResolution); heightMapResolution = terrainData.heightmapResolution; } else if (terrainResizedDelta > 0) { Debug.LogErrorFormat("Unsupported terrain size. Use terrain size of power of two plus 1, and grid spacing of 2. Given size is {0} but Unity resized it to {1}.", heightMapResolution, terrainData.heightmapResolution); return false; } int mapWidth = volumeInfo.xLength; int mapHeight = volumeInfo.yLength; // Get the converted height values from Houdini and find the min and max height range. float minHeight = 0; float maxHeight = 0; float heightRange = 0; bool bUseHeightRangeOverride = true; float[] normalizedHeights = GetNormalizedHeightmapFromPartWithMinMax(session, geoID, partID, volumeInfo.xLength, volumeInfo.yLength, ref minHeight, ref maxHeight, ref heightRange, bUseHeightRangeOverride); float[,] unityHeights = ConvertHeightMapHoudiniToUnity(heightMapResolution, heightMapResolution, normalizedHeights); // The terrainData.baseMapResolution is not set here, but rather left to whatever default Unity uses // The terrainData.alphamapResolution is set later when setting the alphamaps. if (bNewTerrainData) { // 32 is the default for resolutionPerPatch const int detailResolution = 1024; const int resolutionPerPatch = 32; terrainData.SetDetailResolution(detailResolution, resolutionPerPatch); } // Note SetHeights must be called before setting size in next line, as otherwise // the internal terrain size will not change after setting the size. terrainData.SetHeights(0, 0, unityHeights); // Note that Unity uses a default height range of 600 when a flat terrain is created. // Without a non-zero value for the height range, user isn't able to draw heights. // Therefore, set 600 as the value if height range is currently 0 (due to flat heightfield). if (heightRange == 0) { heightRange = terrainData.size.y > 1 ? terrainData.size.y : 600; } terrainData.size = new Vector3(terrainSizeX, heightRange, terrainSizeY); terrain.Flush(); // Unity Terrain has origin at bottom left, whereas Houdini uses centre of terrain. // Use volume bounds to set position offset when using split tiles float xmin, xmax, zmin, zmax, ymin, ymax, xcenter, ycenter, zcenter; session.GetVolumeBounds(geoID, partID, out xmin, out ymin, out zmin, out xmax, out ymax, out zmax, out xcenter, out ycenter, out zcenter); //Debug.LogFormat("xmin: {0}, xmax: {1}, ymin: {2}, ymax: {3}, zmin: {4}, zmax: {5}, xc: {6}, yc: {7}, zc: {8}", // xmin, xmax, ymin, ymax, zmin, zmax, xcenter, ycenter, zcenter); // Offset position is based on size of heightfield float offsetX = (float)heightMapResolution / (float)mapWidth; float offsetZ = (float)heightMapResolution / (float)mapHeight; //Debug.LogFormat("offsetX: {0}, offsetZ: {1}", offsetX, offsetZ); // Use y position from attribute if user has set it float ypos = position.y + minHeight; float userYPos; if (HEU_GeneralUtility.GetAttributeFloatSingle(session, geoID, partID, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_YPOS, out userYPos)) { ypos = userYPos; } // TODO: revisit how the position is calculated volumePositionOffset = new Vector3((terrainSizeX + xmin) * offsetX, ypos, zmin * offsetZ); // Test position //volumePositionOffset = new Vector3(xcenter + mapWidth, ycenter, zcenter - mapHeight); return true; } else { Debug.LogWarning("Non-heightfield volume type not supported!"); } return false; }
public bool GenerateTerrainBuffers(HEU_SessionBase session, HAPI_NodeId nodeID, List<HAPI_PartInfo> volumeParts, List<HAPI_PartInfo> scatterInstancerParts, out List<HEU_LoadBufferVolume> volumeBuffers) { volumeBuffers = null; if (volumeParts.Count == 0) { return true; } volumeBuffers = new List<HEU_LoadBufferVolume>(); int detailResolution = 0; int numParts = volumeParts.Count; for (int i = 0; i < numParts; ++i) { HAPI_VolumeInfo volumeInfo = new HAPI_VolumeInfo(); bool bResult = session.GetVolumeInfo(nodeID, volumeParts[i].id, ref volumeInfo); if (!bResult || volumeInfo.tupleSize != 1 || volumeInfo.zLength != 1 || volumeInfo.storage != HAPI_StorageType.HAPI_STORAGETYPE_FLOAT) { SetLog(HEU_LoadData.LoadStatus.ERROR, "This heightfield is not supported. Please check documentation."); return false; } if (volumeInfo.xLength != volumeInfo.yLength) { SetLog(HEU_LoadData.LoadStatus.ERROR, "Non-square sized terrain not supported."); return false; } string volumeName = HEU_SessionManager.GetString(volumeInfo.nameSH, session); HFLayerType layerType = HEU_TerrainUtility.GetHeightfieldLayerType(session, nodeID, volumeParts[i].id, volumeName); //Debug.LogFormat("Index: {0}, Part id: {1}, Part Name: {2}, Volume Name: {3}", i, volumeParts[i].id, HEU_SessionManager.GetString(volumeParts[i].nameSH), volumeName); // Ignoring mask layer because it is Houdini-specific (same behaviour as regular HDA terrain generation) if (layerType == HFLayerType.MASK) { continue; } HEU_LoadBufferVolumeLayer layer = new HEU_LoadBufferVolumeLayer(); layer._layerName = volumeName; layer._partID = volumeParts[i].id; layer._heightMapWidth = volumeInfo.xLength; layer._heightMapHeight = volumeInfo.yLength; layer._layerType = layerType; Matrix4x4 volumeTransformMatrix = HEU_HAPIUtility.GetMatrixFromHAPITransform(ref volumeInfo.transform, false); layer._position = HEU_HAPIUtility.GetPosition(ref volumeTransformMatrix); Vector3 scale = HEU_HAPIUtility.GetScale(ref volumeTransformMatrix); // Calculate real terrain size in both Houdini and Unity. // The height values will be mapped over this terrain size. float gridSpacingX = scale.x * 2f; float gridSpacingY = scale.y * 2f; layer._terrainSizeX = Mathf.Round((volumeInfo.xLength - 1) * gridSpacingX); layer._terrainSizeY = Mathf.Round((volumeInfo.yLength - 1) * gridSpacingY); // Get volume bounds for calculating position offset session.GetVolumeBounds(nodeID, volumeParts[i].id, out layer._minBounds.x, out layer._minBounds.y, out layer._minBounds.z, out layer._maxBounds.x, out layer._maxBounds.y, out layer._maxBounds.z, out layer._center.x, out layer._center.y, out layer._center.z); // Look up TerrainLayer file via attribute if user has set it layer._layerPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINLAYER_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM); if (layerType != HFLayerType.DETAIL) { layer._hasLayerAttributes = HEU_TerrainUtility.VolumeLayerHasAttributes(session, nodeID, volumeParts[i].id); if (layer._hasLayerAttributes) { LoadStringFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TEXTURE_DIFFUSE_ATTR, ref layer._diffuseTexturePath); LoadStringFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TEXTURE_MASK_ATTR, ref layer._maskTexturePath); LoadStringFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TEXTURE_NORMAL_ATTR, ref layer._normalTexturePath); LoadFloatFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_NORMAL_SCALE_ATTR, ref layer._normalScale); LoadFloatFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_METALLIC_ATTR, ref layer._metallic); LoadFloatFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_SMOOTHNESS_ATTR, ref layer._smoothness); LoadLayerColorFromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_SPECULAR_ATTR, ref layer._specularColor); LoadLayerVector2FromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TILE_OFFSET_ATTR, ref layer._tileOffset); LoadLayerVector2FromAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TILE_SIZE_ATTR, ref layer._tileSize); } // Get the height values from Houdini along with the min and max height range. layer._normalizedHeights = HEU_TerrainUtility.GetNormalizedHeightmapFromPartWithMinMax( _session, nodeID, volumeParts[i].id, volumeInfo.xLength, volumeInfo.yLength, ref layer._minHeight, ref layer._maxHeight, ref layer._heightRange, (layerType == HFLayerType.HEIGHT)); } // Get the tile index, if it exists, for this part HAPI_AttributeInfo tileAttrInfo = new HAPI_AttributeInfo(); int[] tileAttrData = new int[0]; HEU_GeneralUtility.GetAttribute(session, nodeID, volumeParts[i].id, HEU_Defines.HAPI_HEIGHTFIELD_TILE_ATTR, ref tileAttrInfo, ref tileAttrData, session.GetAttributeIntData); int tileIndex = 0; if (tileAttrInfo.exists && tileAttrData.Length == 1) { tileIndex = tileAttrData[0]; } // Add layer based on tile index if (tileIndex >= 0) { HEU_LoadBufferVolume volumeBuffer = null; for(int j = 0; j < volumeBuffers.Count; ++j) { if (volumeBuffers[j]._tileIndex == tileIndex) { volumeBuffer = volumeBuffers[j]; break; } } if (volumeBuffer == null) { volumeBuffer = new HEU_LoadBufferVolume(); volumeBuffer.InitializeBuffer(volumeParts[i].id, volumeName, false, false); volumeBuffer._tileIndex = tileIndex; volumeBuffers.Add(volumeBuffer); } if (layerType == HFLayerType.HEIGHT) { // Height layer always first layer volumeBuffer._splatLayers.Insert(0, layer); volumeBuffer._heightMapWidth = layer._heightMapWidth; volumeBuffer._heightMapHeight = layer._heightMapHeight; volumeBuffer._terrainSizeX = layer._terrainSizeX; volumeBuffer._terrainSizeY = layer._terrainSizeY; volumeBuffer._heightRange = layer._heightRange; // The terrain heightfield position in y requires offset of min height layer._position.y += layer._minHeight; // Use y position from attribute if user has set it float userYPos; if (HEU_GeneralUtility.GetAttributeFloatSingle(session, nodeID, volumeParts[i].id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_YPOS, out userYPos)) { layer._position.y = userYPos; } // Look up TerrainData file path via attribute if user has set it volumeBuffer._terrainDataPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, nodeID, volumeBuffer._id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM); // Look up TerrainData export file path via attribute if user has set it volumeBuffer._terrainDataExportPath = HEU_GeneralUtility.GetAttributeStringValueSingle(session, nodeID, volumeBuffer._id, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_EXPORT_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM); // Load the TreePrototype buffers List<HEU_TreePrototypeInfo> treePrototypeInfos = HEU_TerrainUtility.GetTreePrototypeInfosFromPart(session, nodeID, volumeBuffer._id); if (treePrototypeInfos != null) { if (volumeBuffer._scatterTrees == null) { volumeBuffer._scatterTrees = new HEU_VolumeScatterTrees(); } volumeBuffer._scatterTrees._treePrototypInfos = treePrototypeInfos; } HEU_TerrainUtility.PopulateDetailProperties(session, nodeID, volumeBuffer._id, ref volumeBuffer._detailProperties); // Get specified material if any volumeBuffer._specifiedTerrainMaterialName = HEU_GeneralUtility.GetMaterialAttributeValueFromPart(session, nodeID, volumeBuffer._id); } else if(layer._layerType == HFLayerType.DETAIL) { // Get detail prototype HEU_DetailPrototype detailPrototype = null; HEU_TerrainUtility.PopulateDetailPrototype(session, nodeID, volumeParts[i].id, ref detailPrototype); int[,] detailMap = HEU_TerrainUtility.GetDetailMapFromPart(session, nodeID, volumeParts[i].id, out detailResolution); volumeBuffer._detailPrototypes.Add(detailPrototype); volumeBuffer._detailMaps.Add(detailMap); // Set the detail resolution which is formed from the detail layer if (volumeBuffer._detailProperties == null) { volumeBuffer._detailProperties = new HEU_DetailProperties(); } volumeBuffer._detailProperties._detailResolution = detailResolution; } else { volumeBuffer._splatLayers.Add(layer); } } Sleep(); } // Each volume buffer is a self contained terrain tile foreach(HEU_LoadBufferVolume volumeBuffer in volumeBuffers) { List<HEU_LoadBufferVolumeLayer> layers = volumeBuffer._splatLayers; //Debug.LogFormat("Heightfield: tile={0}, layers={1}", tile._tileIndex, layers.Count); int heightMapWidth = volumeBuffer._heightMapWidth; int heightMapHeight = volumeBuffer._heightMapHeight; int numLayers = layers.Count; if (numLayers > 0) { // Convert heightmap values from Houdini to Unity volumeBuffer._heightMap = HEU_TerrainUtility.ConvertHeightMapHoudiniToUnity(heightMapWidth, heightMapHeight, layers[0]._normalizedHeights); Sleep(); // Convert splatmap values from Houdini to Unity. // Start at 2nd index since height is strictly for height values (not splatmap). List<float[]> heightFields = new List<float[]>(); for(int m = 1; m < numLayers; ++m) { // Ignore Detail layers as they are handled differently if(layers[m]._layerType != HFLayerType.DETAIL) { heightFields.Add(layers[m]._normalizedHeights); } } // The number of maps are the number of splatmaps (ie. non height/mask layers) int numMaps = heightFields.Count; if (numMaps > 0) { // Using the first splatmap size for all splatmaps volumeBuffer._splatMaps = HEU_TerrainUtility.ConvertHeightFieldToAlphaMap(layers[1]._heightMapWidth, layers[1]._heightMapHeight, heightFields); } else { volumeBuffer._splatMaps = null; } // TODO: revisit how the position is calculated volumeBuffer._position = new Vector3( volumeBuffer._terrainSizeX + volumeBuffer._splatLayers[0]._minBounds.x, volumeBuffer._splatLayers[0]._position.y, volumeBuffer._splatLayers[0]._minBounds.z); } } // Process the scatter instancer parts to get the scatter data for (int i = 0; i < scatterInstancerParts.Count; ++i) { // Find the terrain tile (use primitive attr). Assume 0 tile if not set (i.e. not split into tiles) int terrainTile = 0; HAPI_AttributeInfo tileAttrInfo = new HAPI_AttributeInfo(); int[] tileAttrData = new int[0]; if (!HEU_GeneralUtility.GetAttribute(session, nodeID, scatterInstancerParts[i].id, HEU_Defines.HAPI_HEIGHTFIELD_TILE_ATTR, ref tileAttrInfo, ref tileAttrData, session.GetAttributeIntData)) { // Try part 0 (the height layer) to get the tile index. // For scatter points merged with HF, in some cases the part ID doesn't have the tile attribute. HEU_GeneralUtility.GetAttribute(session, nodeID, 0, HEU_Defines.HAPI_HEIGHTFIELD_TILE_ATTR, ref tileAttrInfo, ref tileAttrData, session.GetAttributeIntData); } if (tileAttrData != null && tileAttrData.Length > 0) { terrainTile = tileAttrData[0]; } // Find the volume layer associated with this part using the terrain tile index HEU_LoadBufferVolume volumeBuffer = GetLoadBufferVolumeFromTileIndex(terrainTile, volumeBuffers); if (volumeBuffer == null) { continue; } HEU_TerrainUtility.PopulateScatterTrees(session, nodeID, scatterInstancerParts[i].id, scatterInstancerParts[i].pointCount, ref volumeBuffer._scatterTrees); } return true; }