コード例 #1
0
        static public Color GetTextureColor(Texture2D tex, int scanPixelCount)
        {
            TC.SetTextureReadWrite(tex);

            Color32[] colors = tex.GetPixels32();

            double r, b, g;

            r = b = g = 0;

            scanPixelCount *= scanPixelCount;

            int length = colors.Length / scanPixelCount;

            int total = 0;

            for (int i = 0; i < colors.Length; i += length)
            {
                r += colors[i].r / 255.0f;
                g += colors[i].g / 255.0f;
                b += colors[i].b / 255.0f;
                ++total;
            }

            return(new Color((float)(r / total), (float)(g / total), (float)(b / total), 1));
        }
コード例 #2
0
 public void SetReadWriteTextureItems()
 {
     for (int i = 0; i < itemList.Count; i++)
     {
         TC.SetTextureReadWrite(itemList[i].preview.tex);
     }
 }
コード例 #3
0
        public void ApplyGrass(TCUnityTerrain sTerrain = null)
        {
            if (!CheckValidUnityTerrain())
            {
                return;
            }
            if (sTerrain == null)
            {
                sTerrain = this;
            }

            CleanGrassPrototypes(sTerrain);

            List <DetailPrototype> detailPrototypesCleaned = new List <DetailPrototype>();
            float multi = sTerrain.grassScaleMulti;

            bool tooManyGrassMessage = false;

            for (int i = 0; i < sTerrain.detailPrototypes.Count; i++)
            {
                if (detailPrototypesCleaned.Count >= TC.grassLimit)
                {
                    tooManyGrassMessage = true; break;
                }

                TC_DetailPrototype s = sTerrain.detailPrototypes[i];
                DetailPrototype    d = new DetailPrototype();

                d.bendFactor   = s.bendFactor;
                d.dryColor     = s.dryColor;
                d.healthyColor = s.healthyColor;

                d.minHeight = s.minHeight * multi;
                d.maxHeight = s.maxHeight * multi;
                d.minWidth  = s.minWidth * multi;
                d.maxWidth  = s.maxWidth * multi;

                d.noiseSpread      = s.noiseSpread;
                d.usePrototypeMesh = s.usePrototypeMesh;
                d.prototype        = s.prototype;
                d.prototypeTexture = s.prototypeTexture;
                d.renderMode       = s.renderMode;
                TC.SetTextureReadWrite(d.prototypeTexture);
                detailPrototypesCleaned.Add(d);
            }

            if (tooManyGrassMessage)
            {
                TC.AddMessage("TC2 supports generating maximum " + TC.grassLimit + " grass textures."); Debug.Log("TC2 supports generating maximum " + TC.grassLimit + " grass textures.");
            }

            terrain.terrainData.detailPrototypes = detailPrototypesCleaned.ToArray();
        }
コード例 #4
0
        public void ApplySplatTextures(TCUnityTerrain sTerrain = null)
        {
            if (!CheckValidUnityTerrain())
            {
                return;
            }
            if (sTerrain == null)
            {
                sTerrain = this;
            }

            // CleanSplatTextures(sTerrain);

            List <SplatPrototype> splatPrototypesCleaned = new List <SplatPrototype>();
            bool tooManySplatsMessage = false;

            for (int i = 0; i < sTerrain.splatPrototypes.Count; i++)
            {
                if (splatPrototypesCleaned.Count >= TC.splatLimit)
                {
                    tooManySplatsMessage = true; break;
                }

                TC_SplatPrototype s = sTerrain.splatPrototypes[i];

                if (s.texture != null)
                {
                    SplatPrototype d = new SplatPrototype();
                    d.texture    = s.texture;
                    d.normalMap  = s.normalMap;
                    d.metallic   = s.metallic;
                    d.smoothness = s.smoothness;
                    d.tileOffset = s.tileOffset;
                    float tileSize = sTerrain.terrain.terrainData.size.x / Mathf.Round(sTerrain.terrain.terrainData.size.x / s.tileSize.x);
                    d.tileSize = new Vector2(tileSize, tileSize);

                    splatPrototypesCleaned.Add(d);
                    TC.SetTextureReadWrite(s.texture);
                }
            }

            if (tooManySplatsMessage)
            {
                TC.AddMessage("TC2 supports generating maximum " + TC.splatLimit + " splat textures."); Debug.Log("TC2 supports generating maximum " + TC.splatLimit + " splat textures.");
            }

            terrain.terrainData.splatPrototypes = splatPrototypesCleaned.ToArray();
        }
コード例 #5
0
ファイル: TC_Terrain.cs プロジェクト: redTreeOnWall/starTown
        public void ApplyGrass(TCUnityTerrain sTerrain = null)
        {
            if (!CheckValidUnityTerrain())
            {
                return;
            }
            if (sTerrain == null)
            {
                sTerrain = this;
            }

            CleanGrassPrototypes(sTerrain);

            List <DetailPrototype> DetailPrototypesCleaned = new List <DetailPrototype>();
            float multi = sTerrain.grassScaleMulti;

            for (int i = 0; i < sTerrain.detailPrototypes.Count; i++)
            {
                TC_DetailPrototype s = sTerrain.detailPrototypes[i];
                DetailPrototype    d = new DetailPrototype();

                d.bendFactor   = s.bendFactor;
                d.dryColor     = s.dryColor;
                d.healthyColor = s.healthyColor;

                d.minHeight = s.minHeight * multi;
                d.maxHeight = s.maxHeight * multi;
                d.minWidth  = s.minWidth * multi;
                d.maxWidth  = s.maxWidth * multi;

                d.noiseSpread      = s.noiseSpread;
                d.usePrototypeMesh = s.usePrototypeMesh;
                d.prototype        = s.prototype;
                d.prototypeTexture = s.prototypeTexture;
                d.renderMode       = s.renderMode;
                TC.SetTextureReadWrite(d.prototypeTexture);
                DetailPrototypesCleaned.Add(d);
            }

            terrain.terrainData.detailPrototypes = DetailPrototypesCleaned.ToArray();
        }
コード例 #6
0
        public void CalcPreview(bool calcValues = true)
        {
            if (!TC_Settings.instance.hasMasterTerrain)
            {
                return;
            }

            if (itemList.Count > 1)
            {
                int length = TC_Settings.instance.masterTerrain.terrainData.splatPrototypes.Length;

                if (outputId == TC.splatOutput)
                {
                    Texture2D[] texArray = new Texture2D[length];
                    for (int i = 0; i < length; i++)
                    {
                        texArray[i] = TC_Settings.instance.masterTerrain.terrainData.splatPrototypes[i].texture;
                        TC.SetTextureReadWrite(texArray[i]);
                    }
                    CalcPreview(texArray);
                }
                else
                {
                    if (outputId == TC.grassOutput)
                    {
                        for (int i = 0; i < itemList.Count; i++)
                        {
                            TC.SetTextureReadWrite(itemList[i].preview.tex);
                        }
                    }
                    CalcPreview(null);
                }
            }

            CreateMixBuffer();

            // Debug.Log("CalcPreview");
            TC.AutoGenerate();
        }
コード例 #7
0
ファイル: TC_Terrain.cs プロジェクト: redTreeOnWall/starTown
        public void ApplySplatTextures(TCUnityTerrain sTerrain = null)
        {
            if (!CheckValidUnityTerrain())
            {
                return;
            }
            if (sTerrain == null)
            {
                sTerrain = this;
            }

            // CleanSplatTextures(sTerrain);

            List <SplatPrototype> splatPrototypesCleaned = new List <SplatPrototype>();

            for (int i = 0; i < sTerrain.splatPrototypes.Count; i++)
            {
                TC_SplatPrototype s = sTerrain.splatPrototypes[i];

                if (s.texture != null)
                {
                    SplatPrototype d = new SplatPrototype();
                    d.texture    = s.texture;
                    d.normalMap  = s.normalMap;
                    d.metallic   = s.metallic;
                    d.smoothness = s.smoothness;
                    d.tileOffset = s.tileOffset;
                    float tileSize = sTerrain.terrain.terrainData.size.x / Mathf.Round(sTerrain.terrain.terrainData.size.x / s.tileSize.x);
                    d.tileSize = new Vector2(tileSize, tileSize);

                    splatPrototypesCleaned.Add(d);
                    TC.SetTextureReadWrite(s.texture);
                }
            }

            terrain.terrainData.splatPrototypes = splatPrototypesCleaned.ToArray();
        }
コード例 #8
0
ファイル: TC_Terrain.cs プロジェクト: zuojiashun/Toolchain
        public void ApplySplatTextures(TC_TerrainArea terrainArea, TCUnityTerrain sTerrain = null)
        {
            if (!CheckValidUnityTerrain())
            {
                return;
            }
            if (sTerrain == null)
            {
                sTerrain = this;
            }

            // CleanSplatTextures(sTerrain);

            #if UNITY_5 || UNITY_2017 || UNITY_2018_1 || UNITY_2018_2
            List <SplatPrototype> splatPrototypesCleaned = new List <SplatPrototype>();
            bool tooManySplatsMessage = false;

            for (int i = 0; i < sTerrain.splatPrototypes.Count; i++)
            {
                if (splatPrototypesCleaned.Count >= TC.splatLimit)
                {
                    tooManySplatsMessage = true; break;
                }

                TC_SplatPrototype s = sTerrain.splatPrototypes[i];

                if (s.texture != null)
                {
                    SplatPrototype d = new SplatPrototype();
                    d.texture    = s.texture;
                    d.normalMap  = s.normalMap;
                    d.metallic   = s.metallic;
                    d.smoothness = s.smoothness;
                    d.tileOffset = s.tileOffset;
                    float tileSize = sTerrain.terrain.terrainData.size.x / Mathf.Round(sTerrain.terrain.terrainData.size.x / s.tileSize.x);
                    d.tileSize = new Vector2(tileSize, tileSize);

                    splatPrototypesCleaned.Add(d);
                    TC.SetTextureReadWrite(s.texture);
                }
            }

            if (tooManySplatsMessage)
            {
                TC.AddMessage("TC2 supports generating maximum " + TC.splatLimit + " splat textures."); Debug.Log("TC2 supports generating maximum " + TC.splatLimit + " splat textures.");
            }


            terrain.terrainData.splatPrototypes = splatPrototypesCleaned.ToArray();
            #else
            List <TerrainLayer> splatPrototypesCleaned = new List <TerrainLayer>();
            bool tooManySplatsMessage = false;

            for (int i = 0; i < sTerrain.splatPrototypes.Count; i++)
            {
                if (splatPrototypesCleaned.Count >= TC.splatLimit)
                {
                    tooManySplatsMessage = true; break;
                }

                TC_SplatPrototype s = sTerrain.splatPrototypes[i];

                if (s.texture != null)
                {
                    TerrainLayer d = new TerrainLayer();
                    d.diffuseTexture   = s.texture;
                    d.normalMapTexture = s.normalMap;
                    d.normalScale      = s.normalScale;
                    d.metallic         = s.metallic;
                    d.smoothness       = s.smoothness;
                    d.tileOffset       = s.tileOffset;
                    float tileSize = sTerrain.terrain.terrainData.size.x / Mathf.Round(sTerrain.terrain.terrainData.size.x / s.tileSize.x);
                    d.tileSize = new Vector2(tileSize, tileSize);

                    splatPrototypesCleaned.Add(d);
                    TC.SetTextureReadWrite(s.texture);
                }
            }

            if (tooManySplatsMessage)
            {
                TC.AddMessage("TC2 supports generating maximum " + TC.splatLimit + " splat textures."); Debug.Log("TC2 supports generating maximum " + TC.splatLimit + " splat textures.");
            }

            TerrainLayer[] newTerrainLayers = splatPrototypesCleaned.ToArray();

                #if UNITY_EDITOR
            string terrainPath = "Assets" + terrainArea.terrainDataPath.Replace(Application.dataPath, String.Empty);

            for (int i = 0; i < newTerrainLayers.Length; i++)
            {
                string path;
                if (terrainArea.useSameTerrainLayersForAllTerrains)
                {
                    path = terrainPath + "/" + terrainArea.terrainName + "_TerrainLayer_" + i + ".asset";
                }
                else
                {
                    path = terrainPath + "/" + terrain.name + "_TerrainLayer_" + i + ".asset";
                }

                TerrainLayer terrainLayer = UnityEditor.AssetDatabase.LoadAssetAtPath(path, typeof(TerrainLayer)) as TerrainLayer;

                if (terrainLayer == null)
                {
                    UnityEditor.AssetDatabase.DeleteAsset(path);
                    UnityEditor.AssetDatabase.CreateAsset(newTerrainLayers[i], path);
                }
                else
                {
                    CopyTerrainLayer(newTerrainLayers[i], terrainLayer);
                    newTerrainLayers[i] = terrainLayer;
                }
            }
                #endif

            terrain.terrainData.terrainLayers = newTerrainLayers;
                #endif
        }