예제 #1
0
        private void PaintHeight(float hardness)
        {
            GameObject terrain = m_Editor.terrain.gameObject;
            Vector2    size    = UEditorTools.GetSizeOfMesh(m_Editor.terrain.mesh, terrain.transform);
            float      multiple;

            if (size.x > size.y)
            {
                multiple = size.y;
            }
            else
            {
                multiple = size.x;
            }
            Event e   = Event.current;
            Ray   ray = HandleUtility.GUIPointToWorldRay(e.mousePosition);

            RaycastHit[] hits    = Physics.RaycastAll(ray);
            float        bs      = m_BrushSize;
            int          fallOff = m_FallOff;

            foreach (RaycastHit hit in hits)
            {
                if (hit.collider.gameObject == terrain)
                {
                    Vector3 relativePoint = terrain.transform.InverseTransformPoint(hit.point);
                    DeformMesh(m_Editor.terrain.mesh, relativePoint, (float)(hardness * 30 * Time.deltaTime * multiple), bs, fallOff);
                }
            }
        }
예제 #2
0
        void Paint(RaycastHit hit)
        {
            int      texIndex  = m_SelectedTex;
            float    hardness  = m_Hardness;
            int      passIndex = m_SelectedPass;
            float    brushSize = m_BrushSize;
            USubMesh sm        = subMesh;
            UPass    pass      = sm[passIndex];
            int      texW      = pass.mixTex.width;
            int      texH      = pass.mixTex.height;

            int centerX = Mathf.FloorToInt(hit.textureCoord.x * texW);
            int centerY = Mathf.FloorToInt(hit.textureCoord.y * texH);

            Vector2 bounds    = UEditorTools.GetSizeOfMesh(sm.mesh, m_Editor.terrain.transform);
            int     pixelSize = 0;

            if (texW > texH)
            {
                pixelSize = (int)((brushSize / bounds.x) * texW);
            }
            else
            {
                pixelSize = (int)((brushSize / bounds.y) * texH);
            }

            int            x         = Mathf.Clamp(centerX - pixelSize, 0, texW - 1);
            int            y         = Mathf.Clamp(centerY - pixelSize, 0, texH - 1);
            int            width     = Mathf.Clamp(2 * pixelSize, 0, texW - x);
            int            height    = Mathf.Clamp(2 * pixelSize, 0, texH - y);
            List <Color[]> srcPixels = new List <Color[]>();

            sm.passes.ToList().ForEach(p => srcPixels.Add(p.mixTex.GetPixels(x, y, width, height, 0)));
            for (int i = 0, max = srcPixels.Count; i < max; i++)
            {
                Color[] pixels = srcPixels[i];
                for (int h = 0; h < height; h++)
                {
                    for (int w = 0; w < width; w++)
                    {
                        Color targetColor;
                        if (i == passIndex)
                        {
                            targetColor = GetColor(texIndex);
                        }
                        else
                        {
                            targetColor = Color.clear;
                        }
                        int   ix          = (int)(w * 64 / width);
                        int   iy          = (int)(h * 64 / height);
                        int   index       = (h * width) + w;
                        float blendFactor = m_Brush.GetStrengthInt(ix, iy) * hardness * 0.1f;
                        pixels[index] = Color.Lerp(pixels[index], targetColor, blendFactor);
                    }
                }
                sm[i].Paint(x, y, width, height, pixels);
            }
        }
예제 #3
0
        void GetTexSize(ref int width, ref int height)
        {
            Vector2 size = UEditorTools.GetSizeOfMesh(subMesh.mesh, m_Editor.terrain.transform);

            if (size.x < size.y)
            {
                width  = (int)(maxSize * size.x / size.y);
                height = maxSize;
            }
            else if (size.x >= size.y)
            {
                height = (int)(maxSize * size.y / size.x);
                width  = maxSize;
            }
        }