コード例 #1
0
ファイル: NoiseBrush.cs プロジェクト: Agilvipop/VEARrr2
        public void ApplyBrush(Rect worldRect, bool useFallof = true, bool newUndo = false)
        {
            TerrainData data = terrain.terrainData;

            //preparing useful values
            bool paintSplat = preset.paintSplat;

            if (data.alphamapLayers == 0)
            {
                paintSplat = false;
            }

            //finding minimum resolution
            int smallerRes    = Mathf.Min(data.heightmapResolution - 1, data.alphamapResolution);
            int largerRes     = Mathf.Max(data.heightmapResolution - 1, data.alphamapResolution);
            int downscaledRes = largerRes / preset.downscale;
            int minRes        = Mathf.Min(smallerRes, downscaledRes);

            //scale factors (relative to min res)
            int heightFactor     = (data.heightmapResolution - 1) / minRes;
            int splatFactor      = data.alphamapResolution / minRes;
            int downscaledFactor = downscaledRes / minRes;

            //creating rects
            CoordRect minRect        = new CoordRect(worldRect.x * minRes, worldRect.y * minRes, worldRect.width * minRes, worldRect.height * minRes);
            CoordRect heightsRect    = minRect * heightFactor;
            CoordRect splatsRect     = minRect * splatFactor;
            CoordRect downscaledRect = minRect * downscaledFactor;

            //checking stackers
            if (heights == null || heights.smallRect != downscaledRect || heights.bigRect != heightsRect)
            {
                heights = new Matrix.Stacker(downscaledRect, heightsRect);
            }

            if (splats == null || splats.smallRect != downscaledRect || splats.bigRect != splatsRect)
            {
                splats = new Matrix.Stacker(downscaledRect, splatsRect);
            }

            if (sediments == null || sediments.smallRect != downscaledRect || sediments.bigRect != splatsRect)
            {
                sediments = new Matrix.Stacker(downscaledRect, splatsRect);
            }

            heights.preserveDetail = preserveDetail; splats.preserveDetail = preserveDetail; sediments.preserveDetail = preserveDetail;

            //creating original arrays
            heights.matrix.ChangeRect(heightsRect);
            float[,] heights2d = heights.matrix.ReadHeighmap(data);

            splats.matrix.ChangeRect(splatsRect); sediments.matrix.ChangeRect(splatsRect);
            float[,,] splats3d = null;
            if (paintSplat)
            {
                splats3d = splats.matrix.ReadSplatmap(data, preset.foreground.num);
                sediments.matrix.ReadSplatmap(data, preset.background.num, splats3d);
            }

            //downscaling arrays
            heights.ToSmall();
            if (paintSplat)
            {
                splats.ToSmall(); sediments.ToSmall();
            }

            //generating
            if (!preset.isErosion)
            {
                Matrix heightsMatrix = heights.matrix; Matrix splatsMatrix = splats.matrix; Matrix sedimentsMatrix = sediments.matrix;

                Coord min = heightsMatrix.rect.Min; Coord max = heightsMatrix.rect.Max;
                for (int x = min.x; x < max.x; x++)
                {
                    for (int z = min.z; z < max.z; z++)
                    {
                        float noise = Noise.Fractal(x, z, preset.noise_size);
                        //noise = 1f*(x-min.x)/(max.x-min.x);
                        noise = (noise - (1 - preset.noise_uplift)) * preset.noise_amount;
                        heightsMatrix[x, z] += noise / data.size.y;

                        if (paintSplat)
                        {
                            float splatNoise = Mathf.Max(0, noise);
                            splatsMatrix[x, z] = Mathf.Sqrt(splatNoise) * 0.3f;

                            float sedimentNoise = Mathf.Max(0, -noise);
                            sedimentsMatrix[x, z] = Mathf.Sqrt(sedimentNoise) * 0.3f;
                        }

                        //test
                        //splatsMatrix[x,z] += 0.5f; //1f * (x-min.x) / (max.x-min.x);
                        //sediments.matrix[x,z] += 0.5f;// 1f * (z-min.z) / (max.z-min.z);
                    }
                }
            }
            else
            {
                //ErosionBrushPlugin.Erosion.ErosionIteration (heights.matrix.array, paintSplat? splats.matrix.array:null, paintSplat? sediments.matrix.array:null,
                //	heights.matrix.rect.size.x, heights.matrix.rect.size.z,
                //	erosionDurability:preset.erosion_durability, erosionAmount:preset.erosion_amount, sedimentAmount:preset.sediment_amount, erosionFluidityIterations:preset.erosion_fluidityIterations);

                //blurring heights
                //heights.matrix.Blur(intensity:preset.erosion_smooth);

                //increasing splat
                //splats.matrix.Multiply(1.3f);
                //sediments.matrix.Multiply(1.3f);
            }

            //upscaling arrays (+blur)
            heights.ToBig(); splats.ToBig(); sediments.ToBig();

            //record undo. Undo.RecordObject and SetDirty are done in editor
            if (recordUndo)
            {
                if (newUndo)
                {
                    if (undoList.Count > 10)
                    {
                        undoList.RemoveAt(0);
                    }
                    undoList.Add(new List <UndoStep>());
                }
                if (undoList.Count == 0)
                {
                    undoList.Add(new List <UndoStep>());
                }
                undoList[undoList.Count - 1].Add(new UndoStep(heights2d, splats3d, heightsRect.offset.x, heightsRect.offset.z, splatsRect.offset.x, splatsRect.offset.z));
            }

            //apply
            heights.matrix.WriteHeightmap(data, heights2d, (useFallof ? preset.brushFallof : -1));

            if (paintSplat)
            {
                Matrix.AddSplatmaps(data,
                                    new Matrix[] { splats.matrix, sediments.matrix },
                                    new int[] { preset.foreground.num, preset.background.num },
                                    new float[] { preset.foreground.apply?preset.foreground.opacity: 0, preset.background.apply? preset.background.opacity:0 },
                                    brushFallof: (useFallof ? preset.brushFallof : -1),
                                    array: splats3d); //note that splat and sediments are additive
            }
        }
コード例 #2
0
        public void ApplyBrush(Rect worldRect, bool useFallof=true, bool newUndo=false)
        {
            TerrainData data = terrain.terrainData;

            //preparing useful values
            bool paintSplat = preset.paintSplat;
            if (data.alphamapLayers==0) paintSplat = false;

            //finding minimum resolution
            int smallerRes = Mathf.Min(data.heightmapResolution-1, data.alphamapResolution);
            int largerRes = Mathf.Max(data.heightmapResolution-1, data.alphamapResolution);
            int downscaledRes = largerRes / preset.downscale;
            int minRes = Mathf.Min(smallerRes, downscaledRes);

            //scale factors (relative to min res)
            int heightFactor = (data.heightmapResolution-1) / minRes;
            int splatFactor = data.alphamapResolution / minRes;
            int downscaledFactor = downscaledRes / minRes;

            //creating rects
            CoordRect minRect = new CoordRect(worldRect.x*minRes, worldRect.y*minRes, worldRect.width*minRes, worldRect.height*minRes);
            CoordRect heightsRect = minRect * heightFactor;
            CoordRect splatsRect = minRect * splatFactor;
            CoordRect downscaledRect = minRect * downscaledFactor;

            //checking stackers
            if (heights==null || heights.smallRect!=downscaledRect || heights.bigRect!=heightsRect)
                heights = new Matrix.Stacker(downscaledRect, heightsRect);

            if (splats==null || splats.smallRect!=downscaledRect || splats.bigRect != splatsRect)
                splats = new Matrix.Stacker(downscaledRect, splatsRect);

            if (sediments==null || sediments.smallRect != downscaledRect || sediments.bigRect != splatsRect)
                sediments = new Matrix.Stacker(downscaledRect, splatsRect);

            heights.preserveDetail=preserveDetail; splats.preserveDetail=preserveDetail; sediments.preserveDetail = preserveDetail;

            //creating original arrays
            heights.matrix.ChangeRect(heightsRect);
            float[,] heights2d = heights.matrix.ReadHeighmap(data);

            splats.matrix.ChangeRect(splatsRect); sediments.matrix.ChangeRect(splatsRect);
            float[,,] splats3d = null;
            if (paintSplat)
            {
                splats3d = splats.matrix.ReadSplatmap(data, preset.foreground.num);
                sediments.matrix.ReadSplatmap(data, preset.background.num, splats3d);
            }

            //downscaling arrays
            heights.ToSmall();
            if (paintSplat) { splats.ToSmall(); sediments.ToSmall(); }

            //generating
            if (!preset.isErosion)
            {
                Matrix heightsMatrix = heights.matrix; Matrix splatsMatrix = splats.matrix; Matrix sedimentsMatrix = sediments.matrix;

                Coord min = heightsMatrix.rect.Min; Coord max = heightsMatrix.rect.Max;
                for (int x=min.x; x<max.x; x++)
                    for (int z=min.z; z<max.z; z++)
                {
                    float noise = Noise.Fractal(x, z, preset.noise_size);
                    //noise = 1f*(x-min.x)/(max.x-min.x);
                    noise = (noise-(1-preset.noise_uplift)) * preset.noise_amount;
                    heightsMatrix[x,z] += noise / data.size.y;

                    if (paintSplat)
                    {
                        float splatNoise = Mathf.Max(0,noise);
                        splatsMatrix[x,z] = Mathf.Sqrt(splatNoise)*0.3f;

                        float sedimentNoise = Mathf.Max(0,-noise);
                        sedimentsMatrix[x,z] = Mathf.Sqrt(sedimentNoise)*0.3f;
                    }

                    //test
                    //splatsMatrix[x,z] += 0.5f; //1f * (x-min.x) / (max.x-min.x);
                    //sediments.matrix[x,z] += 0.5f;// 1f * (z-min.z) / (max.z-min.z);
                }
            }
            else
            {
                //ErosionBrushPlugin.Erosion.ErosionIteration (heights.matrix.array, paintSplat? splats.matrix.array:null, paintSplat? sediments.matrix.array:null,
                //	heights.matrix.rect.size.x, heights.matrix.rect.size.z,
                //	erosionDurability:preset.erosion_durability, erosionAmount:preset.erosion_amount, sedimentAmount:preset.sediment_amount, erosionFluidityIterations:preset.erosion_fluidityIterations);

                //blurring heights
                //heights.matrix.Blur(intensity:preset.erosion_smooth);

                //increasing splat
                //splats.matrix.Multiply(1.3f);
                //sediments.matrix.Multiply(1.3f);
            }

            //upscaling arrays (+blur)
            heights.ToBig(); splats.ToBig(); sediments.ToBig();

            //record undo. Undo.RecordObject and SetDirty are done in editor
            if (recordUndo)
            {
                if (newUndo)
                {
                    if (undoList.Count > 10) undoList.RemoveAt(0);
                    undoList.Add(new List<UndoStep>());
                }
                if (undoList.Count == 0) undoList.Add(new List<UndoStep>());
                undoList[undoList.Count-1].Add( new UndoStep(heights2d, splats3d, heightsRect.offset.x, heightsRect.offset.z, splatsRect.offset.x, splatsRect.offset.z) );
            }

            //apply
            heights.matrix.WriteHeightmap(data, heights2d, (useFallof ? preset.brushFallof : -1));

            if (paintSplat) Matrix.AddSplatmaps(data,
                new Matrix[] {splats.matrix, sediments.matrix},
                new int[] {preset.foreground.num, preset.background.num},
                new float[] {preset.foreground.apply? preset.foreground.opacity:0, preset.background.apply? preset.background.opacity:0},
                brushFallof:(useFallof ? preset.brushFallof : -1),
                array:splats3d); //note that splat and sediments are additive
        }