예제 #1
0
        void OnWizardCreate()
        {
            FoliageLog.d("On wizard create!");

            List <int> hashes = new List <int>();

            for (int i = 0; i < m_Types.Count; i++)
            {
                int hash = m_Types[i].m_Hash;
                if (m_Extracting[i] && m_Painter.HasFoliageType(hash) && hashes.Contains(hash) == false)
                {
                    hashes.Add(hash);
                }
            }

            if (hashes.Count > 0)
            {
                m_Callback(hashes.ToArray());
            }
            else
            {
                FoliageLog.w("Could not extract anything from the list!");
            }
        }
        private static void ExtractDetailsFromTerrain(FoliagePainter painter, Terrain terrain, List <FoliageDetailExtracterMapping> mappings, bool disable, bool delete)
        {
            string label = FoliageGlobals.LABEL_TERRAIN_DETAILS_EXTRACTED + terrain.name;

            FoliagePainterEditTime edit = painter.GetEditTime;

            int detailMapSizeW = terrain.terrainData.detailWidth;
            int detailMapSizeH = terrain.terrainData.detailHeight;

            float patchSizeW = terrain.terrainData.size.x / detailMapSizeW;
            float patchSizeH = terrain.terrainData.size.z / detailMapSizeH;

            int extracted = 0;

            // Extract the types for all the mapping
            for (int m = 0; m < mappings.Count; m++)
            {
                int   layer   = mappings[m].m_DetailLayer;
                int   mapping = mappings[m].m_FoliageTypeHash;
                float density = mappings[m].m_ExtractedDensity;

                FoliageLog.Assert(painter.HasFoliageType(mapping), "Must have foliage hash!!");

                // Get the foliage type
                FoliageType     type  = painter.GetFoliageTypeByHash(mapping);
                DetailPrototype proto = terrain.terrainData.detailPrototypes[layer];

                // If we should align to the surface
                bool    followTerrainNormal = type.m_PaintInfo.m_SurfaceAlign;
                Vector2 alignPercentage     = type.m_PaintInfo.m_SurfaceAlignInfluence;

                // Get the terrain data
                int[,] data = terrain.terrainData.GetDetailLayer(0, 0, detailMapSizeW, detailMapSizeH, layer);

                // Iterate data
                for (int i = 0; i < detailMapSizeH; i++)
                {
                    for (int j = 0; j < detailMapSizeW; j++)
                    {
                        // j,i not i,j
                        int count = data[j, i];

                        if (count > 0)
                        {
                            // Minimum 1 never 0
                            count = Mathf.Clamp(Mathf.CeilToInt(count * density), 1, count + 1);

                            // Map from local space cell space to local terrain space
                            Vector2 cellMin = new Vector2(patchSizeW * i, patchSizeH * j);
                            Vector2 cellMax = cellMin + new Vector2(patchSizeW, patchSizeH);

                            for (int d = 0; d < count; d++)
                            {
                                Vector3 randomInCell;
                                randomInCell.x = Random.Range(cellMin.x, cellMax.x);
                                randomInCell.z = Random.Range(cellMin.y, cellMax.y);
                                randomInCell.y = 0;

                                randomInCell = FoliageTerrainUtilities.TerrainLocalToTerrainNormalizedPos(randomInCell, terrain);
                                float y = FoliageTerrainUtilities.TerrainHeight(randomInCell, terrain);

                                // Build the rotation
                                Quaternion rotation = Quaternion.identity;

                                if (followTerrainNormal)
                                {
                                    Quaternion slopeOrientation = Quaternion.LookRotation(FoliageTerrainUtilities.TerrainNormal(randomInCell, terrain)) * Quaternion.Euler(90, 0, 0);

                                    // How much we orient towards the slope
                                    rotation = Quaternion.Slerp(rotation, slopeOrientation,
                                                                Random.Range(alignPercentage.x, alignPercentage.y));
                                }

                                // Rotate around the Y axis
                                rotation *= Quaternion.Euler(0, Random.Range(0, 360), 0);

                                // Random in cell in world position
                                randomInCell   = FoliageTerrainUtilities.TerrainNormalizedToWorldPos(randomInCell, terrain);
                                randomInCell.y = y;

                                Vector3 scale;
                                float   x = Random.Range(proto.minWidth, proto.maxWidth);
                                scale.x = x;
                                scale.z = x;
                                scale.y = Random.Range(proto.minHeight, proto.maxHeight);

                                // Construct a foliage instance based on the foliage type data
                                FoliageInstance instance = new FoliageInstance();

                                // Build the foliage data based on the type
                                instance.m_Position = randomInCell;
                                instance.m_Rotation = rotation;
                                instance.m_Scale    = scale;

                                // Instantiate at a random pos in that cell
                                edit.AddFoliageInstance(mapping, instance, label);
                                extracted++;
                            }
                        }

                        // If we should delete
                        if (delete)
                        {
                            data[j, i] = 0;
                        }
                    }
                } // End detail array iteration

                // If we deleted set the new detail layer data
                if (delete)
                {
                    terrain.terrainData.SetDetailLayer(0, 0, layer, data);
                }
            } // End types iteration

            // If we should disable the trees and foliage draw
            if (disable)
            {
                terrain.drawTreesAndFoliage = false;
            }

            // If we deleted anything we need to save
            if (delete)
            {
                UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(terrain.gameObject.scene);
            }

            FoliageLog.i("Extracted details: " + extracted + " from: " + terrain.name);
        }
        void OnWizardCreate()
        {
            if (m_TerrainsExtract.Count > 0)
            {
                if (m_TerrainsExtract.Count > 1)
                {
                    for (int i = 1; i < m_TerrainsExtract.Count; i++)
                    {
                        if (HasSameDetails(m_TerrainsExtract[0].GetComponent <Terrain>(), m_TerrainsExtract[i].GetComponent <Terrain>()) == false)
                        {
                            FoliageLog.e("Missing type when verified! Don't modify the types/details while extracting details!");
                            return;
                        }
                    }
                }

                Terrain           terrain = m_TerrainsExtract[0].GetComponent <Terrain>();
                DetailPrototype[] proto   = terrain.terrainData.detailPrototypes;

                List <FoliageDetailExtracterMapping> mappings = new List <FoliageDetailExtracterMapping>();

                // Build all the extracting data
                for (int i = 0; i < m_PrototypesData.Length; i++)
                {
                    var data = m_PrototypesData[i];

                    if (data.m_ShouldExtract == true && data.m_NoneMapping == false)
                    {
                        FoliageDetailExtracterMapping mapping = new FoliageDetailExtracterMapping();
                        mapping.m_DetailLayer      = data.m_DetailLayer;
                        mapping.m_FoliageTypeHash  = data.m_FoliageHashMapping;
                        mapping.m_ExtractedDensity = data.m_ExtractedDensity;

                        mappings.Add(mapping);
                    }
                }

                if (mappings.Count > 0)
                {
                    // Check that we have all the types and nothing has been tampered between the create
                    for (int i = 0; i < mappings.Count; i++)
                    {
                        if (m_Painter.HasFoliageType(mappings[i].m_FoliageTypeHash) == false)
                        {
                            FoliageLog.e("Missing type when created! Don't modify the types while extracting details!");
                            return;
                        }

                        if (mappings[i].m_DetailLayer < 0 || mappings[i].m_DetailLayer >= proto.Length)
                        {
                            FoliageLog.e("Missing type when created! Don't modify the types while extracting details!");
                            return;
                        }
                    }

                    // Proceed with the extraction
                    m_Callback(mappings, m_TerrainsExtract, m_DisableAfterExtraction, m_DeleteAfterExtraction);
                }
                else
                {
                    FoliageLog.i("Nothing to extract!");
                }
            }
            else
            {
                FoliageLog.i("Nothing to extract!");
            }
        }