예제 #1
0
		private void GenerateTerrain(List<HEU_LoadBufferVolume> terrainBuffers)
		{
			Transform parent = this.gameObject.transform;

			// Directory to store generated terrain files.
			string outputTerrainpath = GetOutputCacheDirectory();
			outputTerrainpath = HEU_Platform.BuildPath(outputTerrainpath, "Terrain");

			int numVolumes = terrainBuffers.Count;
			for(int t = 0; t < numVolumes; ++t)
			{
				if (terrainBuffers[t]._heightMap != null)
				{
					GameObject newGameObject = new GameObject("heightfield_" + terrainBuffers[t]._tileIndex);
					Transform newTransform = newGameObject.transform;
					newTransform.parent = parent;

					HEU_GeneratedOutput generatedOutput = new HEU_GeneratedOutput();
					generatedOutput._outputData._gameObject = newGameObject;

					Terrain terrain = HEU_GeneralUtility.GetOrCreateComponent<Terrain>(newGameObject);
					TerrainCollider collider = HEU_GeneralUtility.GetOrCreateComponent<TerrainCollider>(newGameObject);

					if (!string.IsNullOrEmpty(terrainBuffers[t]._terrainDataPath))
					{
						// Load the source TerrainData, then make a unique copy of it in the cache folder

						TerrainData sourceTerrainData = HEU_AssetDatabase.LoadAssetAtPath(terrainBuffers[t]._terrainDataPath, typeof(TerrainData)) as TerrainData;
						if (sourceTerrainData == null)
						{
							Debug.LogWarningFormat("TerrainData, set via attribute, not found at: {0}", terrainBuffers[t]._terrainDataPath);
						}

						terrain.terrainData = HEU_AssetDatabase.CopyUniqueAndLoadAssetAtAnyPath(sourceTerrainData, outputTerrainpath, typeof(TerrainData)) as TerrainData;
						if (terrain.terrainData != null)
						{
							// Store path so that it can be deleted on clean up
							AddGeneratedOutputFilePath(HEU_AssetDatabase.GetAssetPath(terrain.terrainData));
						}
					}

					if (terrain.terrainData == null)
					{
						terrain.terrainData = new TerrainData();
					}
					TerrainData terrainData = terrain.terrainData;
					collider.terrainData = terrainData;

					HEU_TerrainUtility.SetTerrainMaterial(terrain, terrainBuffers[t]._specifiedTerrainMaterialName);

#if UNITY_2018_3_OR_NEWER
					terrain.allowAutoConnect = true;
					// This has to be set after setting material
					terrain.drawInstanced = true;
#endif

					int heightMapSize = terrainBuffers[t]._heightMapWidth;

					terrainData.heightmapResolution = heightMapSize;
					if (terrainData.heightmapResolution != heightMapSize)
					{
						Debug.LogErrorFormat("Unsupported terrain size: {0}", heightMapSize);
						continue;
					}

					// 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.

					// 32 is the default for resolutionPerPatch
					const int detailResolution = 1024;
					const int resolutionPerPatch = 32;
					terrainData.SetDetailResolution(detailResolution, resolutionPerPatch);

					terrainData.SetHeights(0, 0, terrainBuffers[t]._heightMap);

					// 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).
					float heightRange = terrainBuffers[t]._heightRange;
					if (heightRange == 0)
					{
						heightRange = 600;
					}

					terrainData.size = new Vector3(terrainBuffers[t]._terrainSizeX, heightRange, terrainBuffers[t]._terrainSizeY);

					terrain.Flush();

					// Set position
					HAPI_Transform hapiTransformVolume = new HAPI_Transform(true);
					hapiTransformVolume.position[0] += terrainBuffers[t]._position[0];
					hapiTransformVolume.position[1] += terrainBuffers[t]._position[1];
					hapiTransformVolume.position[2] += terrainBuffers[t]._position[2];
					HEU_HAPIUtility.ApplyLocalTransfromFromHoudiniToUnity(ref hapiTransformVolume, newTransform);

					// Set layers
					Texture2D defaultTexture = HEU_VolumeCache.LoadDefaultSplatTexture();
					int numLayers = terrainBuffers[t]._splatLayers.Count;

#if UNITY_2018_3_OR_NEWER

					// Create TerrainLayer for each heightfield layer.
					// Note that height and mask layers are ignored (i.e. not created as TerrainLayers).
					// Since height layer is first, only process layers from 2nd index onwards.
					if (numLayers > 1)
					{
						// Keep existing TerrainLayers, and either update or append to them
						TerrainLayer[] existingTerrainLayers = terrainData.terrainLayers;

						// Total layers are existing layers + new alpha maps
						List<TerrainLayer> finalTerrainLayers = new List<TerrainLayer>(existingTerrainLayers);

						for (int m = 1; m < numLayers; ++m)
						{
							TerrainLayer terrainlayer = null;

							int terrainLayerIndex = -1;

							bool bSetTerrainLayerProperties = true;

							HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._splatLayers[m];

							// Look up TerrainLayer file via attribute if user has set it
							if (!string.IsNullOrEmpty(layer._layerPath))
							{
								terrainlayer = HEU_AssetDatabase.LoadAssetAtPath(layer._layerPath, typeof(TerrainLayer)) as TerrainLayer;
								if (terrainlayer == null)
								{
									Debug.LogWarningFormat("TerrainLayer, set via attribute, not found at: {0}", layer._layerPath);
									continue;
								}
								else
								{
									// Always check if its part of existing list so as not to add it again
									terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(terrainlayer, existingTerrainLayers);
								}
							}

							if (terrainlayer == null)
							{
								terrainlayer = new TerrainLayer();
								terrainLayerIndex = finalTerrainLayers.Count;
								finalTerrainLayers.Add(terrainlayer);
							}
							else
							{
								// For existing TerrainLayer, make a copy of it if it has custom layer attributes
								// because we don't want to change the original TerrainLayer.
								if (layer._hasLayerAttributes && terrainLayerIndex >= 0)
								{
									// Copy the TerrainLayer file
									TerrainLayer prevTerrainLayer = terrainlayer;
									terrainlayer = HEU_AssetDatabase.CopyAndLoadAssetAtAnyPath(terrainlayer, outputTerrainpath, typeof(TerrainLayer), true) as TerrainLayer;
									if (terrainlayer != null)
									{
										// Update the TerrainLayer reference in the list with this copy
										finalTerrainLayers[terrainLayerIndex] = terrainlayer;

										// Store path for clean up later
										AddGeneratedOutputFilePath(HEU_AssetDatabase.GetAssetPath(terrainlayer));
									}
									else
									{
										Debug.LogErrorFormat("Unable to copy TerrainLayer '{0}' for generating Terrain. "
											+ "Using original TerrainLayer. Will not be able to set any TerrainLayer properties.", layer._layerName);
										terrainlayer = prevTerrainLayer;
										bSetTerrainLayerProperties = false;
										// Again, continuing on to keep proper indexing.
									}
								}
							}

							if (bSetTerrainLayerProperties)
							{
								if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
								{
									terrainlayer.diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
								}
								if (terrainlayer.diffuseTexture == null)
								{
									terrainlayer.diffuseTexture = defaultTexture;
								}

								terrainlayer.diffuseRemapMin = Vector4.zero;
								terrainlayer.diffuseRemapMax = Vector4.one;

								if (!string.IsNullOrEmpty(layer._maskTexturePath))
								{
									terrainlayer.maskMapTexture = HEU_MaterialFactory.LoadTexture(layer._maskTexturePath);
								}

								terrainlayer.maskMapRemapMin = Vector4.zero;
								terrainlayer.maskMapRemapMax = Vector4.one;

								terrainlayer.metallic = layer._metallic;

								if (!string.IsNullOrEmpty(layer._normalTexturePath))
								{
									terrainlayer.normalMapTexture = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
								}

								terrainlayer.normalScale = layer._normalScale;

								terrainlayer.smoothness = layer._smoothness;
								terrainlayer.specular = layer._specularColor;
								terrainlayer.tileOffset = layer._tileOffset;

								if (layer._tileSize.magnitude == 0f && terrainlayer.diffuseTexture != null)
								{
									// Use texture size if tile size is 0
									layer._tileSize = new Vector2(terrainlayer.diffuseTexture.width, terrainlayer.diffuseTexture.height);
								}
								terrainlayer.tileSize = layer._tileSize;
							}
						}
						terrainData.terrainLayers = finalTerrainLayers.ToArray();
					}

#else
					// Need to create SplatPrototype for each layer in heightfield, representing the textures.
					SplatPrototype[] splatPrototypes = new SplatPrototype[numLayers];
					for (int m = 0; m < numLayers; ++m)
					{
						splatPrototypes[m] = new SplatPrototype();

						HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._splatLayers[m];

						Texture2D diffuseTexture = null;
						if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
						{
							diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
						}
						if (diffuseTexture == null)
						{
							diffuseTexture = defaultTexture;
						}
						splatPrototypes[m].texture = diffuseTexture;

						splatPrototypes[m].tileOffset = layer._tileOffset;
						if (layer._tileSize.magnitude == 0f && diffuseTexture != null)
						{
							// Use texture size if tile size is 0
							layer._tileSize = new Vector2(diffuseTexture.width, diffuseTexture.height);
						}
						splatPrototypes[m].tileSize = layer._tileSize;

						splatPrototypes[m].metallic = layer._metallic;
						splatPrototypes[m].smoothness = layer._smoothness;

						if (!string.IsNullOrEmpty(layer._normalTexturePath))
						{
							splatPrototypes[m].normalMap = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
						}
					}
					terrainData.splatPrototypes = splatPrototypes;
#endif

					// Set the splatmaps
					if (terrainBuffers[t]._splatMaps != null)
					{
						// Set the alphamap size before setting the alphamaps to get correct scaling
						// The alphamap size comes from the first alphamap layer
						int alphamapResolution = terrainBuffers[t]._heightMapWidth;
						if (numLayers > 1)
						{
							alphamapResolution = terrainBuffers[t]._splatLayers[1]._heightMapWidth;
						}
						terrainData.alphamapResolution = alphamapResolution;

						terrainData.SetAlphamaps(0, 0, terrainBuffers[t]._splatMaps);
					}

					// Set the tree scattering
					if (terrainBuffers[t]._scatterTrees != null)
					{
						HEU_TerrainUtility.ApplyScatterTrees(terrainData, terrainBuffers[t]._scatterTrees);
					}

					// Set the detail layers
					if (terrainBuffers[t]._detailPrototypes != null)
					{
						HEU_TerrainUtility.ApplyDetailLayers(terrain, terrainData, terrainBuffers[t]._detailProperties,
							terrainBuffers[t]._detailPrototypes, terrainBuffers[t]._detailMaps);
					}

					terrainBuffers[t]._generatedOutput = generatedOutput;
					_generatedOutputs.Add(generatedOutput);

					SetOutputVisiblity(terrainBuffers[t]);
				}
			}
		}
		private void GenerateTerrain(List<HEU_LoadBufferVolume> terrainBuffers)
		{
			Transform parent = this.gameObject.transform;

			int numVolumes = terrainBuffers.Count;
			for(int t = 0; t < numVolumes; ++t)
			{
				if (terrainBuffers[t]._heightMap != null)
				{
					GameObject newGameObject = new GameObject("heightfield_" + terrainBuffers[t]._tileIndex);
					Transform newTransform = newGameObject.transform;
					newTransform.parent = parent;

					HEU_GeneratedOutput generatedOutput = new HEU_GeneratedOutput();
					generatedOutput._outputData._gameObject = newGameObject;

					Terrain terrain = HEU_GeneralUtility.GetOrCreateComponent<Terrain>(newGameObject);
					TerrainCollider collider = HEU_GeneralUtility.GetOrCreateComponent<TerrainCollider>(newGameObject);

					if (!string.IsNullOrEmpty(terrainBuffers[t]._terrainDataPath))
					{
						terrain.terrainData = HEU_AssetDatabase.LoadAssetAtPath(terrainBuffers[t]._terrainDataPath, typeof(TerrainData)) as TerrainData;
						if (terrain.terrainData == null)
						{
							Debug.LogWarningFormat("TerrainData, set via attribute, not found at: {0}", terrainBuffers[t]._terrainDataPath);
						}
					}

					if (terrain.terrainData == null)
					{
						terrain.terrainData = new TerrainData();
					}
					TerrainData terrainData = terrain.terrainData;
					collider.terrainData = terrainData;

					HEU_TerrainUtility.SetTerrainMaterial(terrain);

#if UNITY_2018_3_OR_NEWER
					terrain.allowAutoConnect = true;
					// This has to be set after setting material
					terrain.drawInstanced = true;
#endif

					int heightMapSize = terrainBuffers[t]._heightMapWidth;

					terrainData.heightmapResolution = heightMapSize;
					if (terrainData.heightmapResolution != heightMapSize)
					{
						Debug.LogErrorFormat("Unsupported terrain size: {0}", heightMapSize);
						continue;
					}

					// 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.

					// 32 is the default for resolutionPerPatch
					const int detailResolution = 1024;
					const int resolutionPerPatch = 32;
					terrainData.SetDetailResolution(detailResolution, resolutionPerPatch);

					terrainData.SetHeights(0, 0, terrainBuffers[t]._heightMap);

					// 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).
					float heightRange = terrainBuffers[t]._heightRange;
					if (heightRange == 0)
					{
						heightRange = 600;
					}

					terrainData.size = new Vector3(terrainBuffers[t]._terrainSizeX, heightRange, terrainBuffers[t]._terrainSizeY);

					terrain.Flush();

					// Set position
					HAPI_Transform hapiTransformVolume = new HAPI_Transform(true);
					hapiTransformVolume.position[0] += terrainBuffers[t]._position[0];
					hapiTransformVolume.position[1] += terrainBuffers[t]._position[1];
					hapiTransformVolume.position[2] += terrainBuffers[t]._position[2];
					HEU_HAPIUtility.ApplyLocalTransfromFromHoudiniToUnity(ref hapiTransformVolume, newTransform);

					// Set layers
					Texture2D defaultTexture = HEU_VolumeCache.LoadDefaultSplatTexture();
					int numLayers = terrainBuffers[t]._layers.Count;

#if UNITY_2018_3_OR_NEWER

					// Create TerrainLayer for each heightfield layer.
					// Note that height and mask layers are ignored (i.e. not created as TerrainLayers).
					// Since height layer is first, only process layers from 2nd index onwards.
					if (numLayers > 1)
					{
						TerrainLayer[] terrainLayers = new TerrainLayer[numLayers - 1];
						for (int m = 1; m < numLayers; ++m)
						{
							TerrainLayer terrainlayer = null;

							HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._layers[m];

							// Look up TerrainLayer file via attribute if user has set it
							if (!string.IsNullOrEmpty(layer._layerPath))
							{
								terrainlayer = HEU_AssetDatabase.LoadAssetAtPath(layer._layerPath, typeof(TerrainLayer)) as TerrainLayer;
								if (terrainlayer == null)
								{
									Debug.LogWarningFormat("TerrainLayer, set via attribute, not found at: {0}", layer._layerPath);
									continue;
								}
							}

							if (terrainlayer == null)
							{
								terrainlayer = new TerrainLayer();
							}

							if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
							{
								terrainlayer.diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
							}
							if (terrainlayer.diffuseTexture == null)
							{
								terrainlayer.diffuseTexture = defaultTexture;
							}

							terrainlayer.diffuseRemapMin = Vector4.zero;
							terrainlayer.diffuseRemapMax = Vector4.one;

							if (!string.IsNullOrEmpty(layer._maskTexturePath))
							{
								terrainlayer.maskMapTexture = HEU_MaterialFactory.LoadTexture(layer._maskTexturePath);
							}

							terrainlayer.maskMapRemapMin = Vector4.zero;
							terrainlayer.maskMapRemapMax = Vector4.one;

							terrainlayer.metallic = layer._metallic;

							if (!string.IsNullOrEmpty(layer._normalTexturePath))
							{
								terrainlayer.normalMapTexture = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
							}

							terrainlayer.normalScale = layer._normalScale;

							terrainlayer.smoothness = layer._smoothness;
							terrainlayer.specular = layer._specularColor;
							terrainlayer.tileOffset = layer._tileOffset;

							if (layer._tileSize.magnitude == 0f && terrainlayer.diffuseTexture != null)
							{
								// Use texture size if tile size is 0
								layer._tileSize = new Vector2(terrainlayer.diffuseTexture.width, terrainlayer.diffuseTexture.height);
							}
							terrainlayer.tileSize = layer._tileSize;

							// Note index is m - 1 due to skipping height layer
							terrainLayers[m - 1] = terrainlayer;
						}
						terrainData.terrainLayers = terrainLayers;
					}

#else
					// Need to create SplatPrototype for each layer in heightfield, representing the textures.
					SplatPrototype[] splatPrototypes = new SplatPrototype[numLayers];
					for (int m = 0; m < numLayers; ++m)
					{
						splatPrototypes[m] = new SplatPrototype();

						HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._layers[m];

						Texture2D diffuseTexture = null;
						if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
						{
							diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
						}
						if (diffuseTexture == null)
						{
							diffuseTexture = defaultTexture;
						}
						splatPrototypes[m].texture = diffuseTexture;

						splatPrototypes[m].tileOffset = layer._tileOffset;
						if (layer._tileSize.magnitude == 0f && diffuseTexture != null)
						{
							// Use texture size if tile size is 0
							layer._tileSize = new Vector2(diffuseTexture.width, diffuseTexture.height);
						}
						splatPrototypes[m].tileSize = layer._tileSize;

						splatPrototypes[m].metallic = layer._metallic;
						splatPrototypes[m].smoothness = layer._smoothness;

						if (!string.IsNullOrEmpty(layer._normalTexturePath))
						{
							splatPrototypes[m].normalMap = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
						}
					}
					terrainData.splatPrototypes = splatPrototypes;
#endif

					// Set the splatmaps
					if (terrainBuffers[t]._splatMaps != null)
					{
						// Set the alphamap size before setting the alphamaps to get correct scaling
						// The alphamap size comes from the first alphamap layer
						int alphamapResolution = terrainBuffers[t]._heightMapWidth;
						if (numLayers > 1)
						{
							alphamapResolution = terrainBuffers[t]._layers[1]._heightMapWidth;
						}
						terrainData.alphamapResolution = alphamapResolution;

						terrainData.SetAlphamaps(0, 0, terrainBuffers[t]._splatMaps);
					}

					// Set the tree scattering
					if (terrainBuffers[t]._scatterTrees != null)
					{
						HEU_TerrainUtility.ApplyScatter(terrainData, terrainBuffers[t]._scatterTrees);
					}

					terrainBuffers[t]._generatedOutput = generatedOutput;
					_generatedOutputs.Add(generatedOutput);

					SetOutputVisiblity(terrainBuffers[t]);
				}
			}
		}
예제 #3
0
		private void GenerateTerrain(List<HEU_LoadBufferVolume> terrainBuffers)
		{
			Transform parent = this.gameObject.transform;

			int numVolues = terrainBuffers.Count;
			for(int t = 0; t < numVolues; ++t)
			{
				if (terrainBuffers[t]._heightMap != null)
				{
					GameObject newGameObject = new GameObject("heightfield_" + terrainBuffers[t]._tileIndex);
					Transform newTransform = newGameObject.transform;
					newTransform.parent = parent;

					HEU_GeneratedOutput generatedOutput = new HEU_GeneratedOutput();
					generatedOutput._outputData._gameObject = newGameObject;

					Terrain terrain = HEU_GeneralUtility.GetOrCreateComponent<Terrain>(newGameObject);
					TerrainCollider collider = HEU_GeneralUtility.GetOrCreateComponent<TerrainCollider>(newGameObject);

					terrain.terrainData = new TerrainData();
					TerrainData terrainData = terrain.terrainData;
					collider.terrainData = terrainData;

					int heightMapSize = terrainBuffers[t]._heightMapSize;

					terrainData.heightmapResolution = heightMapSize;
					if (terrainData.heightmapResolution != heightMapSize)
					{
						Debug.LogErrorFormat("Unsupported terrain size: {0}", heightMapSize);
						continue;
					}

					terrainData.baseMapResolution = heightMapSize;
					terrainData.alphamapResolution = heightMapSize;

					const int resolutionPerPatch = 128;
					terrainData.SetDetailResolution(resolutionPerPatch, resolutionPerPatch);

					terrainData.SetHeights(0, 0, terrainBuffers[t]._heightMap);

					terrainData.size = new Vector3(terrainBuffers[t]._terrainSizeX, terrainBuffers[t]._heightRange, terrainBuffers[t]._terrainSizeY);

					terrain.Flush();

					// Set position
					HAPI_Transform hapiTransformVolume = new HAPI_Transform(true);
					hapiTransformVolume.position[0] += terrainBuffers[t]._position[0];
					hapiTransformVolume.position[1] += terrainBuffers[t]._position[1];
					hapiTransformVolume.position[2] += terrainBuffers[t]._position[2];
					HEU_HAPIUtility.ApplyLocalTransfromFromHoudiniToUnity(ref hapiTransformVolume, newTransform);

					// Set layers
					Texture2D defaultTexture = HEU_VolumeCache.LoadDefaultSplatTexture();
					int numLayers = terrainBuffers[t]._layers.Count;

#if UNITY_2018_3_OR_NEWER

					// Create TerrainLayer for each heightfield layer
					// Note that at time of this implementation the new Unity terrain
					// is still in beta. Therefore, the following layer creation is subject
					// to change.

					TerrainLayer[] terrainLayers = new TerrainLayer[numLayers];
					for (int m = 0; m < numLayers; ++m)
					{
						terrainLayers[m] = new TerrainLayer();

						HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._layers[m];

						if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
						{
							// Using Resources.Load is much faster than AssetDatabase.Load
							//terrainLayers[m].diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
							terrainLayers[m].diffuseTexture = Resources.Load<Texture2D>(layer._diffuseTexturePath);
						}
						if (terrainLayers[m].diffuseTexture == null)
						{
							terrainLayers[m].diffuseTexture = defaultTexture;
						}

						terrainLayers[m].diffuseRemapMin = Vector4.zero;
						terrainLayers[m].diffuseRemapMax = Vector4.one;

						if (!string.IsNullOrEmpty(layer._maskTexturePath))
						{
							// Using Resources.Load is much faster than AssetDatabase.Load
							//terrainLayers[m].maskMapTexture = HEU_MaterialFactory.LoadTexture(layer._maskTexturePath);
							terrainLayers[m].maskMapTexture = Resources.Load<Texture2D>(layer._maskTexturePath);
						}

						terrainLayers[m].maskMapRemapMin = Vector4.zero;
						terrainLayers[m].maskMapRemapMax = Vector4.one;

						terrainLayers[m].metallic = layer._metallic;

						if (!string.IsNullOrEmpty(layer._normalTexturePath))
						{
							terrainLayers[m].normalMapTexture = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
						}

						terrainLayers[m].normalScale = layer._normalScale;

						terrainLayers[m].smoothness = layer._smoothness;
						terrainLayers[m].specular = layer._specularColor;
						terrainLayers[m].tileOffset = layer._tileOffset;

						if (layer._tileSize.magnitude == 0f && terrainLayers[m].diffuseTexture != null)
						{
							// Use texture size if tile size is 0
							layer._tileSize = new Vector2(terrainLayers[m].diffuseTexture.width, terrainLayers[m].diffuseTexture.height);
						}
						terrainLayers[m].tileSize = layer._tileSize;
					}
					terrainData.terrainLayers = terrainLayers;

#else
					// Need to create SplatPrototype for each layer in heightfield, representing the textures.
					SplatPrototype[] splatPrototypes = new SplatPrototype[numLayers];
					for (int m = 0; m < numLayers; ++m)
					{
						splatPrototypes[m] = new SplatPrototype();

						HEU_LoadBufferVolumeLayer layer = terrainBuffers[t]._layers[m];

						Texture2D diffuseTexture = null;
						if (!string.IsNullOrEmpty(layer._diffuseTexturePath))
						{
							diffuseTexture = HEU_MaterialFactory.LoadTexture(layer._diffuseTexturePath);
						}
						if (diffuseTexture == null)
						{
							diffuseTexture = defaultTexture;
						}
						splatPrototypes[m].texture = diffuseTexture;

						splatPrototypes[m].tileOffset = layer._tileOffset;
						if (layer._tileSize.magnitude == 0f && diffuseTexture != null)
						{
							// Use texture size if tile size is 0
							layer._tileSize = new Vector2(diffuseTexture.width, diffuseTexture.height);
						}
						splatPrototypes[m].tileSize = layer._tileSize;

						splatPrototypes[m].metallic = layer._metallic;
						splatPrototypes[m].smoothness = layer._smoothness;

						if (!string.IsNullOrEmpty(layer._normalTexturePath))
						{
							splatPrototypes[m].normalMap = HEU_MaterialFactory.LoadTexture(layer._normalTexturePath);
						}
					}
					terrainData.splatPrototypes = splatPrototypes;
#endif

					terrainData.SetAlphamaps(0, 0, terrainBuffers[t]._splatMaps);

					//string assetPath = HEU_AssetDatabase.CreateAssetCacheFolder("terrainData");
					//AssetDatabase.CreateAsset(terrainData, assetPath);
					//Debug.Log("Created asset data at " + assetPath);

					terrainBuffers[t]._generatedOutput = generatedOutput;
					_generatedOutputs.Add(generatedOutput);

					SetOutputVisiblity(terrainBuffers[t]);
				}
			}
		}
예제 #4
0
		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 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);
				bool bHeightPart = volumeName.Equals(HEU_Defines.HAPI_HEIGHTFIELD_LAYERNAME_HEIGHT);
				bool bMaskPart = volumeName.Equals(HEU_Defines.HAPI_HEIGHTFIELD_LAYERNAME_MASK);

				//Debug.LogFormat("Part name: {0}, GeoName: {1}, Volume Name: {2}, Display: {3}", part.PartName, geoNode.GeoName, volumeName, geoNode.Displayable);

				// Ignoring mask layer because it is Houdini-specific (same behaviour as regular HDA terrain generation)
				if (bMaskPart)
				{
					continue;
				}

				HEU_LoadBufferVolumeLayer layer = new HEU_LoadBufferVolumeLayer();
				layer._layerName = volumeName;
				layer._partID = volumeParts[i].id;
				layer._heightMapWidth = volumeInfo.xLength;
				layer._heightMapHeight = volumeInfo.yLength;

				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);

				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);

				// 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 (bHeightPart)
					{
						// Height layer always first layer
						volumeBuffer._layers.Insert(0, layer);

						volumeBuffer._heightMapWidth = layer._heightMapWidth;
						volumeBuffer._heightMapHeight = layer._heightMapHeight;
						volumeBuffer._terrainSizeX = layer._terrainSizeX;
						volumeBuffer._terrainSizeY = layer._terrainSizeY;
						volumeBuffer._heightRange = (layer._maxHeight - layer._minHeight);

						// 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);

						// 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;
						}

					}
					else
					{
						volumeBuffer._layers.Add(layer);
					}
				}

				Sleep();
			}

			// Each volume buffer is a self contained terrain tile
			foreach(HEU_LoadBufferVolume volumeBuffer in volumeBuffers)
			{
				List<HEU_LoadBufferVolumeLayer> layers = volumeBuffer._layers;
				//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)
					{
						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;
					}

					volumeBuffer._position = new Vector3((volumeBuffer._terrainSizeX + volumeBuffer._layers[0]._minBounds.x), volumeBuffer._layers[0]._minHeight + volumeBuffer._layers[0]._position.y, volumeBuffer._layers[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))
				{
					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.PopulateScatterInfo(session, nodeID, scatterInstancerParts[i].id, scatterInstancerParts[i].pointCount, ref volumeBuffer._scatterTrees);
			}

			return true;
		}
		public bool GenerateTerrainBuffers(HEU_SessionBase session, HAPI_NodeId nodeID, List<HAPI_PartInfo> volumeParts,
			out List<HEU_LoadBufferVolume> volumeBuffers)
		{
			volumeBuffers = null;
			if (volumeParts.Count == 0)
			{
				return true;
			}

			volumeBuffers = new List<HEU_LoadBufferVolume>();

			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);
				bool bHeightPart = volumeName.Equals("height");

				//Debug.LogFormat("Part name: {0}, GeoName: {1}, Volume Name: {2}, Display: {3}", part.PartName, geoNode.GeoName, volumeName, geoNode.Displayable);

				HEU_LoadBufferVolumeLayer layer = new HEU_LoadBufferVolumeLayer();
				layer._layerName = volumeName;
				layer._partID = volumeParts[i].id;
				layer._heightMapSize = volumeInfo.xLength;

				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);

				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 and find the min and max height range.
				if (!HEU_GeometryUtility.GetHeightfieldValues(session, volumeInfo.xLength, volumeInfo.yLength, nodeID, volumeParts[i].id, ref layer._rawHeights, ref layer._minHeight, ref layer._maxHeight))
				{
					return false;
				}

				// TODO: Tried to replace above with this, but it flattens the heights
				//layer._rawHeights = HEU_GeometryUtility.GetHeightfieldFromPart(_session, nodeID, volumeParts[i].id, "part", volumeInfo.xLength);

				// 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, "tile", 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 (bHeightPart)
					{
						// Height layer always first layer
						volumeBuffer._layers.Insert(0, layer);

						volumeBuffer._heightMapSize = layer._heightMapSize;
						volumeBuffer._terrainSizeX = layer._terrainSizeX;
						volumeBuffer._terrainSizeY = layer._terrainSizeY;
						volumeBuffer._heightRange = (layer._maxHeight - layer._minHeight);
					}
					else
					{
						volumeBuffer._layers.Add(layer);
					}
				}

				Sleep();
			}

			// Each volume buffer is a self contained terrain tile
			foreach(HEU_LoadBufferVolume volumeBuffer in volumeBuffers)
			{
				List<HEU_LoadBufferVolumeLayer> layers = volumeBuffer._layers;
				//Debug.LogFormat("Heightfield: tile={0}, layers={1}", tile._tileIndex, layers.Count);

				int heightMapSize = volumeBuffer._heightMapSize;

				int numLayers = layers.Count;
				if (numLayers > 0)
				{
					// Convert heightmap values from Houdini to Unity
					volumeBuffer._heightMap = HEU_GeometryUtility.ConvertHeightMapHoudiniToUnity(heightMapSize, layers[0]._rawHeights, layers[0]._minHeight, layers[0]._maxHeight);

					Sleep();

					// Convert splatmap values from Houdini to Unity.
					List<float[]> heightFields = new List<float[]>();
					for(int m = 1; m < numLayers; ++m)
					{
						heightFields.Add(layers[m]._rawHeights);
					}
					volumeBuffer._splatMaps = HEU_GeometryUtility.ConvertHeightSplatMapHoudiniToUnity(heightMapSize, heightFields);

					volumeBuffer._position = new Vector3((volumeBuffer._terrainSizeX + volumeBuffer._layers[0]._minBounds.x), volumeBuffer._layers[0]._minHeight + volumeBuffer._layers[0]._position.y, volumeBuffer._layers[0]._minBounds.z);
				}
			}

			return true;
		}