public void PrepareGenerators () { if (generatorsPrepared) return; foreach (TextureInput tin in gens.GeneratorsOfType<TextureInput>()) tin.CheckLoadTexture(); //more will follow generatorsPrepared = true; }
public void Update () { //checking if instance already exists and disabling if it is another mm if (instance != null && instance != this) { Debug.LogError("MapMagic object already present in scene. Disabling duplicate"); this.enabled = false; return; } //loading old non-asset data if (gens == null) { if (serializer != null && serializer.entities != null && serializer.entities.Count != 0) { Debug.Log("MapMagic: Loading outdated scene format. Please check node consistency and re-save the scene."); LoadOldNonAssetData(); serializer = null; } else Debug.Log("MapMagic: Could not find the proper graph data. Please assign it manually."); } //checking gens asset if (gens == null) gens = ScriptableObject.CreateInstance<GeneratorsAsset>(); //finding camera positions Vector3[] camPoses = GetCamPoses(); if (camPoses.Length==0) return; //displaying debug range if (guiDebug && !isEditor) for (int c=0; c<camPoses.Length; c++) transform.TransformPoint(camPoses[c]).DrawDebug(generateRange, Color.green); //deploying terrain matrix if (!isEditor && generateInfinite) terrains.Deploy(camPoses, allowMove:true); //enabling/disabling, switching lods, starting threads terrains.SwitchState(camPoses); //transforming cam poses to coords Coord[] camCoords = GetCamCoords(); if (camCoords.Length==0) return; //calculating number of running threads and checking a need to prepare generators runningThreadsCount = 0; bool prepareGenerators = false; foreach (Chunk tw in terrains.Objects()) { if (tw.running) runningThreadsCount++; if (tw.start) prepareGenerators = true; //if any of chunks started this frame } //preparing generators if (prepareGenerators) { foreach (TextureInput tin in gens.GeneratorsOfType<TextureInput>()) tin.CheckLoadTexture(); } //updating chunks foreach (Chunk tw in terrains.ObjectsFromCoords(camCoords)) tw.Update(); }
public static void Process(CoordRect rect, Chunk.Results results, GeneratorsAsset gens, Chunk.Size terrainSize, Func <float, bool> stop = null) { #if VOXELAND if (stop != null && stop(0)) { return; } if (voxeland == null) { return; } //finding area by rect offset Coord areaCoord = Coord.PickCell(rect.offset.x, rect.offset.z, voxeland.data.areaSize); Voxeland5.Data.Area area = voxeland.data.areas[areaCoord.x, areaCoord.z]; //clearing grass area.ClearGrass(); //preparing random //Noise noise = new Noise(12345); //to switch grass depending on it's opacity //processing foreach (VoxelandGrassOutput gen in gens.GeneratorsOfType <VoxelandGrassOutput>(onlyEnabled:true, checkBiomes:true)) { //reading output directly if (stop != null && stop(0)) { return; //checking stop before reading output } //loading biome matrix Matrix biomeMask = null; if (gen.biome != null) { object biomeMaskObj = gen.biome.mask.GetObject(results); if (biomeMaskObj == null) { continue; //adding nothing if biome has no mask } biomeMask = (Matrix)biomeMaskObj; if (biomeMask == null) { continue; } if (biomeMask.IsEmpty()) { continue; //optimizing empty biomes } } //iterating layers for (int l = 0; l < gen.layers.Length; l++) { Layer layer = gen.layers[l]; //loading inputs Matrix src = (Matrix)layer.input.GetObject(results); if (src == null) { continue; } //multiplying with biome mask - in SetGrassLayer //apply //area.SetGrassLayer(src, (byte)l, layer.density, noise:noise, layerNum:l, mask:biomeMask); area.SetGrassLayer(src.rect.offset.x, src.rect.offset.z, src.rect.size.x, src.array, (byte)l, layer.density, l, biomeMask == null? null : biomeMask.array); } } //pushing to apply if (stop != null && stop(0)) { return; } results.apply.CheckAdd(typeof(VoxelandOutput), null, replace: true); #endif }
public static void Process(CoordRect rect, Chunk.Results results, GeneratorsAsset gens, Chunk.Size terrainSize, Func <float, bool> stop = null) { #if VOXELAND if (stop != null && stop(0)) { return; } if (voxeland == null) { return; } //TODO get height factor int heightFactor = 200; //finding area by rect offset Coord areaCoord = Coord.PickCell(rect.offset.x, rect.offset.z, voxeland.data.areaSize); Voxeland5.Data.Area area = voxeland.data.areas[areaCoord.x, areaCoord.z]; //clearing objects area.ClearObjects(); //preparing random Noise noise = new Noise(12345); //to disable biome objects //processing foreach (VoxelandObjectsOutput gen in gens.GeneratorsOfType <VoxelandObjectsOutput>(onlyEnabled:true, checkBiomes:true)) { //reading output directly //Output output = gen.areaOutput; if (stop != null && stop(0)) { return; //checking stop before reading output } //if (!results.results.ContainsKey(output)) continue; //Voxeland5.Data.Area genArea = (Voxeland5.Data.Area)results.results[output]; //loading biome matrix Matrix biomeMask = null; if (gen.biome != null) { object biomeMaskObj = gen.biome.mask.GetObject(results); if (biomeMaskObj == null) { continue; //adding nothing if biome has no mask } biomeMask = (Matrix)biomeMaskObj; if (biomeMask == null) { continue; } if (biomeMask.IsEmpty()) { continue; //optimizing empty biomes } } //iterating layers for (int l = 0; l < gen.layers.Length; l++) { Layer layer = gen.layers[l]; //loading inputs SpatialHash src = (SpatialHash)layer.input.GetObject(results); if (src == null) { continue; } foreach (SpatialObject obj in src.AllObjs()) { int objX = (int)(obj.pos.x + 0.5f); int objZ = (int)(obj.pos.y + 0.5f); //biome masking float biomeVal = 1; if (gen.biome != null) { if (biomeMask == null) { biomeVal = 0; } else { biomeVal = biomeMask[objX, objZ]; } } if (biomeVal < noise.Random(objX, objZ)) { continue; } //flooring float terrainHeight = layer.relativeHeight? results.heights[objX, objZ] : 0; int objHeight = (int)((obj.height + terrainHeight) * heightFactor + 0.5f); //area.AddObject(new CoordDir(objX, objHeight, objZ), (short)l); area.AddObject(objX, objHeight, objZ, 0, (short)l); } } } //pushing to apply if (stop != null && stop(0)) { return; } results.apply.CheckAdd(typeof(VoxelandOutput), null, replace: true); #endif }
public static void Process(CoordRect rect, Chunk.Results results, GeneratorsAsset gens, Chunk.Size terrainSize, Func <float, bool> stop = null) { #if VOXELAND if (stop != null && stop(0)) { return; } if (voxeland == null) { return; } //TODO get height factor int heightFactor = 200; //finding area by rect offset Coord areaCoord = Coord.PickCell(rect.offset.x, rect.offset.z, voxeland.data.areaSize); Voxeland5.Data.Area area = voxeland.data.areas[areaCoord.x, areaCoord.z]; //clearing area area.ClearLand(); //finding a list of areas and their opacities List <Voxeland5.Data.Area> areas = new List <Voxeland5.Data.Area>(); List <Matrix> opacities = new List <Matrix>(); foreach (VoxelandOutput gen in gens.GeneratorsOfType <VoxelandOutput>(onlyEnabled:true, checkBiomes:true)) { //reading output directly Output output = gen.areaOutput; if (stop != null && stop(0)) { return; //checking stop before reading output } if (!results.results.ContainsKey(output)) { continue; } Voxeland5.Data.Area genArea = (Voxeland5.Data.Area)results.results[output]; //loading biome matrix Matrix biomeMask = null; if (gen.biome != null) { object biomeMaskObj = gen.biome.mask.GetObject(results); if (biomeMaskObj == null) { continue; //adding nothing if biome has no mask } biomeMask = (Matrix)biomeMaskObj; if (biomeMask == null) { continue; } if (biomeMask.IsEmpty()) { continue; //optimizing empty biomes } } areas.Add(genArea); opacities.Add(biomeMask); } //merge areas using biome mask if (areas.Count >= 2) //area.MixAreas(areas.ToArray(), opacities.ToArray()); { float[][] opacityArrays = new float[opacities.Count][]; for (int i = 0; i < opacityArrays.Length; i++) { if (opacities[i] != null) { opacityArrays[i] = opacities[i].array; } } area.MixAreas(areas.ToArray(), rect.offset.x, rect.offset.z, rect.size.x, opacityArrays); } else { Voxeland5.Data.Area.CopyLand(areas[0], area); } //reading heights if (results.heights == null || results.heights.rect.size.x != rect.size.x) { results.heights = new Matrix(rect); } if (results.heights.rect != rect) { results.heights.Resize(rect); } results.heights.Clear(); for (int x = 0; x < results.heights.rect.size.x; x++) { for (int z = 0; z < results.heights.rect.size.z; z++) { results.heights[x + results.heights.rect.offset.x, z + results.heights.rect.offset.z] = 1f * area.lines[x].columns[z].topLevel / heightFactor; } } //pushing to apply if (stop != null && stop(0)) { return; } results.apply.CheckAdd(typeof(VoxelandOutput), null, replace: true); #endif }
public override void OnGUI (GeneratorsAsset gens) { #if __MEGASPLAT__ layout.fieldSize = 0.5f; //finding texture list from other generators if (textureList == null) foreach (MegaSplatOutput gen in gens.GeneratorsOfType<MegaSplatOutput>(onlyEnabled: true, checkBiomes: true)) if (gen.textureList != null) textureList = gen.textureList; //wrong material and settings warnings if (MapMagic.instance.showBaseMap) { layout.Par(30); layout.Label("Show Base Map is turned on in Settings.", rect:layout.Inset(0.8f), helpbox:true); if (layout.Button("Fix",rect:layout.Inset(0.2f))) MapMagic.instance.showBaseMap = false; } if (MapMagic.instance.terrainMaterialType != Terrain.MaterialType.Custom) { layout.Par(30); layout.Label("Material Type is not switched to Custom.", rect:layout.Inset(0.8f), helpbox:true); if (layout.Button("Fix",rect:layout.Inset(0.2f))) { MapMagic.instance.terrainMaterialType = Terrain.MaterialType.Custom; foreach (Chunk tw in MapMagic.instance.chunks.All()) tw.SetSettings(); } } if (MapMagic.instance.customTerrainMaterial == null || !MapMagic.instance.customTerrainMaterial.shader.name.Contains("MegaSplat")) { layout.Par(42); layout.Label("No MegaSplat material is assigned as Custom Material in Terrain Settings.", rect:layout.Inset(), helpbox:true); } if (MapMagic.instance.customTerrainMaterial != null) { if (!MapMagic.instance.customTerrainMaterial.IsKeywordEnabled("_TERRAIN") || !MapMagic.instance.customTerrainMaterial.HasProperty("_SplatControl")) { layout.Par(42); layout.Label("Material must use a MegaSplat shader set to Terrain.", rect:layout.Inset(), helpbox:true); } if (MapMagic.instance.customTerrainMaterial.GetTexture("_Diffuse") == null) { layout.Par(42); layout.Label("Material does not have texture arrays assigned, please assign them.", rect:layout.Inset(), helpbox:true); } } /*if (!MapMagic.instance.materialTemplateMode) { layout.Par(30); layout.Label("Material Template Mode is off.", rect:layout.Inset(0.8f), helpbox:true); if (layout.Button("Fix",rect:layout.Inset(0.2f))) MapMagic.instance.materialTemplateMode = true; }*/ if (MapMagic.instance.assignCustomTerrainMaterial) { layout.Par(30); layout.Label("Assign Custom Material is turned on.", rect:layout.Inset(0.8f), helpbox:true); if (layout.Button("Fix",rect:layout.Inset(0.2f))) { MapMagic.instance.assignCustomTerrainMaterial = false; } } if (textureList == null || textureList.clusters == null || textureList.clusters.Length <= 0) { layout.Par(30); layout.Label("Please assign textures and list with clusters below:", rect:layout.Inset(), helpbox:true); layout.Field<MegaSplatTextureList>(ref textureList, "TextureList"); foreach(Input input in Inputs()) input.link = null; return; } //drawing texture list field layout.Field<MegaSplatTextureList>(ref textureList, "TextureList"); //setting all of the generators list to this one if (layout.change) foreach (MegaSplatOutput gen in gens.GeneratorsOfType<MegaSplatOutput>(onlyEnabled: true, checkBiomes: true)) gen.textureList = textureList; //noise field layout.Par(5); layout.Field<float>(ref clusterNoiseScale, "Noise Scale"); layout.Toggle(ref smoothFallof, "Smooth Fallof"); //texture format layout.Par(5); layout.Toggle(ref MegaSplatOutput.formatARGB, "ARGB (since MS 1.14)"); //gathering cluster names if (clusterNames.Length != textureList.clusters.Length) clusterNames = new string[textureList.clusters.Length]; for (int i=0; i<clusterNames.Length; i++) clusterNames[i] = textureList.clusters[i].name; //drawing layers layout.Par(5); layout.Label("Layers:"); //needed to reset label bold style layout.margin = 20; layout.rightMargin = 20; for (int i=baseLayers.Length-1; i>=0; i--) { if (baseLayers[i] == null) baseLayers[i] = new Layer(); if (layout.DrawWithBackground(OnLayerGUI, active:i==selected, num:i, frameDisabled:false)) selected = i; } layout.Par(3); layout.Par(); layout.DrawArrayAdd(ref baseLayers, ref selected, layout.Inset(0.25f)); layout.DrawArrayRemove(ref baseLayers, ref selected, layout.Inset(0.25f)); layout.DrawArrayUp(ref baseLayers, ref selected, layout.Inset(0.25f), reverseOrder:true); layout.DrawArrayDown(ref baseLayers, ref selected, layout.Inset(0.25f), reverseOrder:true); //drawing effect layers layout.Par(5); layout.Par(20); wetnessIn.DrawIcon(layout); layout.Label("Wetness", layout.Inset()); layout.Par(20); puddlesIn.DrawIcon(layout); layout.Label("Puddles", layout.Inset()); layout.Par(20); displaceDampenIn.DrawIcon(layout); layout.Label("Displace Dampen", layout.Inset()); #else layout.margin = 5; layout.rightMargin = 5; layout.Par(65); layout.Label("MegaSplat is not installed. Please install it from the Asset Store, it's really amazing, you'll like it..\n\t Jason Booth", rect:layout.Inset(), helpbox:true); //What about adding a link to MegaSplat asset store page? Denis layout.Par(30); layout.Label("Restart Unity if you have just installed it.", rect:layout.Inset(), helpbox:true); #endif }
public static void Process(CoordRect rect, Chunk.Results results, GeneratorsAsset gens, Chunk.Size terrainSize, Func<float,bool> stop = null) { #if __MEGASPLAT__ if (stop!=null && stop(0)) return; //using the first texture list for all MegaSplatTextureList textureList = null; bool smoothFallof = false; float clusterScale = 0.05f; foreach (MegaSplatOutput gen in gens.GeneratorsOfType<MegaSplatOutput>(onlyEnabled: true, checkBiomes: true)) { if (gen.textureList != null) textureList = gen.textureList; smoothFallof = gen.smoothFallof; clusterScale = gen.clusterNoiseScale; } //creating color arrays MegaSplatData result = new MegaSplatData(); result.control = new Color[MapMagic.instance.resolution * MapMagic.instance.resolution]; result.param = new Color[MapMagic.instance.resolution * MapMagic.instance.resolution]; //creating all and special layers/biomes lists List<Layer> allLayers = new List<Layer>(); //all layers count = gen num * layers num in each gen (excluding empty biomes, matrices, etc) List<Matrix> allMatrices = new List<Matrix>(); List<Matrix> allBiomeMasks = new List<Matrix>(); List<Matrix> specialWetnessMatrices = new List<Matrix>(); //special count = number of generators (excluding empty biomes only) List<Matrix> specialPuddlesMatrices = new List<Matrix>(); List<Matrix> specialDampeningMatrices = new List<Matrix>(); List<Matrix> specialBiomeMasks = new List<Matrix>(); //filling all layers/biomes foreach (MegaSplatOutput gen in gens.GeneratorsOfType<MegaSplatOutput>(onlyEnabled: true, checkBiomes: true)) { gen.textureList = textureList; //loading biome matrix Matrix biomeMask = null; if (gen.biome != null) { object biomeMaskObj = gen.biome.mask.GetObject(results); if (biomeMaskObj == null) continue; //adding nothing if biome has no mask biomeMask = (Matrix)biomeMaskObj; if (biomeMask == null) continue; if (biomeMask.IsEmpty()) continue; //optimizing empty biomes } for (int i = 0; i < gen.baseLayers.Length; i++) { //reading output directly Output output = gen.baseLayers[i].output; if (stop!=null && stop(0)) return; //checking stop before reading output if (!results.results.ContainsKey(output)) continue; Matrix matrix = (Matrix)results.results[output]; if (matrix.IsEmpty()) continue; if (i >= textureList.clusters.Length) { Debug.LogError("Cluster out of range"); continue; } //adding to lists allLayers.Add(gen.baseLayers[i]); allMatrices.Add(matrix); allBiomeMasks.Add(gen.biome == null ? null : biomeMask); } //adding special object wetnessObj = gen.wetnessIn.GetObject(results); specialWetnessMatrices.Add( wetnessObj!=null? (Matrix)wetnessObj : null ); object puddlesObj = gen.puddlesIn.GetObject(results); specialPuddlesMatrices.Add( puddlesObj!=null? (Matrix)puddlesObj : null ); object dampeingObj = gen.displaceDampenIn.GetObject(results); specialDampeningMatrices.Add( dampeingObj!=null? (Matrix)dampeingObj : null ); specialBiomeMasks.Add(gen.biome == null ? null : biomeMask); } //if no texture list found in any of generators - returning if (textureList == null || allLayers.Count==0) return; //processing int allLayersCount = allLayers.Count; int specialCount = specialWetnessMatrices.Count; for (int x = 0; x<rect.size.x; x++) for (int z = 0; z<rect.size.z; z++) { int pos = rect.GetPos(x + rect.offset.x, z + rect.offset.z); // doesn't use height, normal, but I'm not sure how to get that here.. Vector3 worldPos = new Vector3( 1f * (x+rect.offset.x) / MapMagic.instance.resolution * rect.size.x, 0, 1f * (z+rect.offset.z) / MapMagic.instance.resolution * rect.size.z); float heightRatio = results.heights!=null? results.heights.array[pos] : 0.5f; //0 is the bottom point, 1 is the maximum top Vector3 normal = new Vector3(0,1,0); // find highest two layers int botIdx = 0; int topIdx = 0; float botWeight = 0; float topWeight = 0; for (int i = 0; i<allLayersCount; i++) { float val = allMatrices[i].array[pos]; if (allBiomeMasks[i] != null) val *= allBiomeMasks[i].array[pos]; // really want world position, Normal, and height ratio for brushes, but for now, just use x/z.. if (val > botWeight) { topWeight = botWeight; topIdx = botIdx; botWeight = val; botIdx = i; } else if (val > topWeight) { topIdx = i; topWeight = val; } } //converting layer index to texture index topIdx = textureList.clusters[ allLayers[topIdx].index ].GetIndex(worldPos * clusterScale, normal, heightRatio); botIdx = textureList.clusters[ allLayers[botIdx].index ].GetIndex(worldPos * clusterScale, normal, heightRatio); //swapping indexes to make topIdx always on top if (botIdx > topIdx) { int tempIdx = topIdx; topIdx = botIdx; botIdx = tempIdx; float tempWeight = topWeight; topWeight = botWeight; botWeight = tempWeight; } //finding blend float totalWeight = topWeight + botWeight; if (totalWeight<0.01f) totalWeight = 0.01f; //Mathf.Max and Clamp are slow float blend = botWeight / totalWeight; if (blend>1) blend = 1; //adjusting blend curve if (smoothFallof) blend = (Mathf.Sqrt(blend) * (1-blend)) + blend*blend*blend; //Magic secret formula! Inverse to 3*x^2 - 2*x^3 //setting color result.control[pos] = new Color(botIdx / 255.0f, topIdx / 255.0f, 1.0f - blend, 1.0f); //params for (int i = 0; i<specialCount; i++) { float biomeVal = specialBiomeMasks[i]!=null? specialBiomeMasks[i].array[pos] : 1; if (specialWetnessMatrices[i]!=null) result.param[pos].b = specialWetnessMatrices[i].array[pos] * biomeVal; if (specialPuddlesMatrices[i]!=null) { result.param[pos].a = specialPuddlesMatrices[i].array[pos] * biomeVal; result.param[pos].r = 0.5f; result.param[pos].g = 0.5f; } if (specialDampeningMatrices[i]!=null) result.control[pos].a = specialDampeningMatrices[i].array[pos] * biomeVal; } } //pushing to apply if (stop!=null && stop(0)) return; results.apply.CheckAdd(typeof(MegaSplatOutput), result, replace: true); #endif }
public static void Process(CoordRect rect, Chunk.Results results, GeneratorsAsset gens, Chunk.Size terrainSize, Func <float, bool> stop = null) { #if VEGETATION_STUDIO if (stop != null && stop(0)) { return; } //preparing and clearing storage if (vetStorComponents == null || vetStorComponents.Count == 0) { return; //vs not used (process runs anyway) } PersistentVegetationStorage storage = vetStorComponents[rect]; int cellXCount = Mathf.CeilToInt(terrainSize.dimensions / cellSize); int cellZCount = Mathf.CeilToInt(terrainSize.dimensions / cellSize); Noise noise = new Noise(12345, permutationCount: 128); //to pick objects based on biome //clearing all of the items foreach (VegetationStudioOutput gen in gens.GeneratorsOfType <VegetationStudioOutput>(onlyEnabled:true, checkBiomes:true)) { for (int b = 0; b < gen.layers.Length; b++) { string id = gen.package.VegetationInfoList[b].VegetationItemID; storage.RemoveVegetationItemInstances(id, VS_MM_id); } break; //iterating in one generator only - they use the same layers } if (stop != null && stop(0)) { return; } //object outputs foreach (VegetationStudioOutput gen in gens.GeneratorsOfType <VegetationStudioOutput>(onlyEnabled:true, checkBiomes:true)) { //gen biome mask Matrix biomeMask = null; if (gen.biome != null) { object biomeMaskObj = gen.biome.mask.GetObject(results); if (biomeMaskObj == null) { continue; //adding nothing if biome has no mask } biomeMask = (Matrix)biomeMaskObj; if (biomeMask == null) { continue; } if (biomeMask.IsEmpty()) { continue; //optimizing empty biomes } } //iterating in layers for (int b = 0; b < gen.layers.Length; b++) { if (stop != null && stop(0)) { return; //checking stop before reading output } Layer layer = gen.layers[b]; string id = gen.package.VegetationInfoList[b].VegetationItemID; //objects layer if (layer.type == Layer.Type.Object) { //loading objects from input SpatialHash hash = (SpatialHash)gen.layers[b].objInput.GetObject(results); if (hash == null) { continue; } //filling instances (no need to check/add key in multidict) foreach (SpatialObject obj in hash.AllObjs()) { //skipping on biome not used float biomeFactor = 0; if (gen.biome == null) { biomeFactor = 1; } else if (biomeMask != null) { biomeFactor = biomeMask.GetInterpolated(obj.pos.x, obj.pos.y); } if (biomeFactor < 0.00001f) { continue; } float rnd; switch (biomeBlendType) { case ObjectOutput.BiomeBlendType.Sharp: rnd = 0.5f; break; case ObjectOutput.BiomeBlendType.AdditiveRandom: case ObjectOutput.BiomeBlendType.NormalizedRandom: rnd = noise.Random((int)obj.pos.x, (int)obj.pos.y); if (biomeFactor > 0.5f) { rnd = 1 - rnd; //test } break; case ObjectOutput.BiomeBlendType.Scale: rnd = 0.0f; break; default: rnd = 0.5f; break; } if (biomeFactor < rnd) { continue; } //flooring float terrainHeight = 0; if (layer.relativeHeight && results.heights != null) //if checbox enabled and heights exist (at least one height generator is in the graph) { terrainHeight = results.heights.GetInterpolated(obj.pos.x, obj.pos.y); } if (terrainHeight > 1) { terrainHeight = 1; } //terrain-space object position Vector3 position = new Vector3( (obj.pos.x - hash.offset.x) / hash.size * terrainSize.dimensions, (obj.height + terrainHeight) * terrainSize.height, (obj.pos.y - hash.offset.y) / hash.size * terrainSize.dimensions); //cell number int cx = (int)(position.x / cellSize); int cz = (int)(position.z / cellSize); PersistentVegetationCell cell = storage.PersistentVegetationStoragePackage.PersistentVegetationCellList[cz + cx * cellXCount]; //rotation + taking terrain normal Quaternion rotation; float objRotation = layer.rotate ? obj.rotation % 360 : 0; if (layer.takeTerrainNormal) { Vector3 terrainNormal = ObjectOutput.GetTerrainNormal(obj.pos.x, obj.pos.y, results.heights, terrainSize.height, terrainSize.pixelSize); Vector3 sideVector = new Vector3(Mathf.Sin((obj.rotation + 90) * Mathf.Deg2Rad), 0, Mathf.Cos((obj.rotation + 90) * Mathf.Deg2Rad)); Vector3 frontVector = Vector3.Cross(sideVector, terrainNormal); rotation = Quaternion.LookRotation(frontVector, terrainNormal); } else { rotation = objRotation.EulerToQuat(); } //scale + biome scale mode Vector3 scale = layer.scale ? new Vector3(layer.scaleY ? 1 : obj.size, obj.size, layer.scaleY ? 1 : obj.size) : Vector3.one; if (biomeBlendType == ObjectOutput.BiomeBlendType.Scale && gen.biome != null) { float biomeVal = 1; if (biomeMask != null) { biomeVal = biomeMask[obj.pos]; } if (biomeVal < 0.001f) { continue; //skip zero-scaled objects } scale *= biomeVal; } //storage.AddVegetationItemInstance(id, position, scale, rotation, layer.applyMeshRotation, VS_MM_id, true); cell.AddVegetationItemInstance(id, position, scale, rotation, VS_MM_id); } if (stop != null && stop(0)) { return; } } //map outputs if (layer.type == Layer.Type.Map) { //reading output directly //Output output = gen.layers[b].output; //if (stop!=null && stop(0)) return; //checking stop before reading output //if (!results.results.ContainsKey(output)) continue; //Matrix matrix = (Matrix)results.results[output]; //loading from input if (stop != null && stop(0)) { return; } Matrix matrix = (Matrix)gen.layers[b].mapInput.GetObject(results); if (matrix == null) { continue; } Matrix heights = results.heights; //get heights before the chunk is removed //setting bush by bush using the sample dist float sampleDist = 1f / layer.density; //filling float terrainPosX = 1f * rect.offset.x / terrainSize.resolution * terrainSize.dimensions; float terrainPosZ = 1f * rect.offset.z / terrainSize.resolution * terrainSize.dimensions; for (int cx = 0; cx <= cellXCount - 1; cx++) { for (int cz = 0; cz <= cellZCount - 1; cz++) { Vector3 cellCorner = new Vector3(terrainPosX + (cellSize * cx), 0, terrainPosZ + (cellSize * cz)); PersistentVegetationCell cell = storage.PersistentVegetationStoragePackage.PersistentVegetationCellList[cz + cx * cellXCount]; for (float x = 0; x < cellSize; x += sampleDist) { for (float z = 0; z < cellSize; z += sampleDist) { //world position float wx = cellSize * cx + x; float wz = cellSize * cz + z; //randomizing position wx += noise.Random((int)(wx * 10), (int)(wz * 10), 2) * sampleDist - sampleDist / 2; wz += noise.Random((int)(wx * 10), (int)(wz * 10), 3) * sampleDist - sampleDist / 2; //map position float mx = wx / terrainSize.dimensions * rect.size.x + rect.offset.x; // relative (0-1) position * terrain res float mz = wz / terrainSize.dimensions * rect.size.z + rect.offset.z; float val = matrix.GetInterpolated(mx, mz); float biomeFactor = 0; if (gen.biome == null) { biomeFactor = 1; } else if (biomeMask != null) { biomeFactor = biomeMask.GetInterpolated(mx, mz); } //placing object float rnd = (noise.Random((int)(wx * 10), (int)(wz * 10))); if (rnd < val * biomeFactor) { float terrainHeight = heights.GetInterpolated(mx, mz) * terrainSize.height; //rotation + taking terrain normal Quaternion rotation; float rotRnd = noise.Random((int)(wx * 10), (int)(wz * 10), 1); float objRotation = layer.rotate ? rotRnd * 360 : 0; if (layer.takeTerrainNormal) { Vector3 terrainNormal = ObjectOutput.GetTerrainNormal(mx, mz, heights, terrainSize.height, terrainSize.pixelSize); Vector3 sideVector = new Vector3(Mathf.Sin((objRotation + 90) * Mathf.Deg2Rad), 0, Mathf.Cos((objRotation + 90) * Mathf.Deg2Rad)); Vector3 frontVector = Vector3.Cross(sideVector, terrainNormal); rotation = Quaternion.LookRotation(frontVector, terrainNormal); } else { rotation = objRotation.EulerToQuat(); } //scale float rndScale = noise.Random((int)(wx * 10), (int)(wz * 10), 1); rndScale = layer.scaleMinMax.x + (layer.scaleMinMax.y - layer.scaleMinMax.x) * rndScale; Vector3 scale = new Vector3(rndScale, rndScale, rndScale); //storage.AddVegetationItemInstance(id, new Vector3(wx,terrainHeight,wz), scale, rotation, layer.applyMeshRotation, VS_MM_id, true); cell.AddVegetationItemInstance(id, new Vector3(wx, terrainHeight, wz), scale, rotation, VS_MM_id); } } } if (stop != null && stop(0)) { return; } } } } } } //refreshing billboards //calling it from thread ruins all the billboards //BillboardSystem billboardSys = billboardComponents[rect]; //if (billboardSys != null) // billboardSys.RefreshBillboards(); #endif //pushing anything to apply if (stop != null && stop(0)) { return; } results.apply.CheckAdd(typeof(VegetationStudioOutput), null, replace: true); }
public static new void Process(CoordRect rect, Chunk.Results results, GeneratorsAsset gens, Chunk.Size terrainSize, Func <float, bool> stop = null) { #if CTS_PRESENT if (stop != null && stop(0)) { return; } //gathering prototypes and matrices lists List <int> indexesList = new List <int>(); List <float> opacities = new List <float>(); List <Matrix> matrices = new List <Matrix>(); List <Matrix> biomeMasks = new List <Matrix>(); foreach (CTSOutput gen in gens.GeneratorsOfType <CTSOutput>(onlyEnabled: true, checkBiomes: true)) { //loading biome matrix Matrix biomeMask = null; if (gen.biome != null) { object biomeMaskObj = gen.biome.mask.GetObject(results); if (biomeMaskObj == null) { continue; //adding nothing if biome has no mask } biomeMask = (Matrix)biomeMaskObj; if (biomeMask == null) { continue; } if (biomeMask.IsEmpty()) { continue; //optimizing empty biomes } } for (int i = 0; i < gen.baseLayers.Length; i++) { //reading output directly Output output = gen.baseLayers[i].output; if (stop != null && stop(0)) { return; //checking stop before reading output } if (!results.results.ContainsKey(output)) { continue; } Matrix matrix = (Matrix)results.results[output]; matrix.Clamp01(); //adding to lists matrices.Add(matrix); biomeMasks.Add(gen.biome == null ? null : biomeMask); indexesList.Add(gen.baseLayers[i].index); opacities.Add(gen.baseLayers[i].opacity); } } //optimizing matrices list if they are not used //CTS always use 16 channels, so this optimization is useless (and does not work when layer order changed) //for (int i = matrices.Count - 1; i >= 0; i--) // if (opacities[i] < 0.001f || matrices[i].IsEmpty() || (biomeMasks[i] != null && biomeMasks[i].IsEmpty())) // { indexesList.RemoveAt(i); opacities.RemoveAt(i); matrices.RemoveAt(i); biomeMasks.RemoveAt(i); } //creating array float[,,] splats3D = new float[terrainSize.resolution, terrainSize.resolution, 16]; //TODO: use max index if (matrices.Count == 0) { results.apply.CheckAdd(typeof(CTSOutput), splats3D, replace: true); return; } //filling array if (stop != null && stop(0)) { return; } int numLayers = matrices.Count; int numPrototypes = splats3D.GetLength(2); int maxX = splats3D.GetLength(0); int maxZ = splats3D.GetLength(1); //MapMagic.instance.resolution should not be used because of possible lods //CoordRect rect = matrices[0].rect; float[] values = new float[numPrototypes]; //row, to avoid reading/writing 3d array (it is too slow) for (int x = 0; x < maxX; x++) { for (int z = 0; z < maxZ; z++) { int pos = rect.GetPos(x + rect.offset.x, z + rect.offset.z); float sum = 0; //clearing values for (int i = 0; i < numPrototypes; i++) { values[i] = 0; } //getting values for (int i = 0; i < numLayers; i++) { float val = matrices[i].array[pos]; if (biomeMasks[i] != null) { val *= biomeMasks[i].array[pos]; //if mask is not assigned biome was ignored, so only main outs with mask==null left here } if (val < 0) { val = 0; } if (val > 1) { val = 1; } sum += val; //normalizing: calculating sum values[indexesList[i]] += val; } //setting color for (int i = 0; i < numLayers; i++) { splats3D[z, x, i] = values[i] / sum; } } } //pushing to apply if (stop != null && stop(0)) { return; } results.apply.CheckAdd(typeof(CTSOutput), splats3D, replace: true); #endif }