예제 #1
0
        public void Paint(Pinwheel.Griffin.GStylizedTerrain terrain, GObjectPainterArgs args)
        {
            if (args.MouseEventType == GPainterMouseEventType.Up)
            {
                return;
            }

            Vector2[] uvCorners = new Vector2[args.WorldPointCorners.Length];
            for (int i = 0; i < uvCorners.Length; ++i)
            {
                uvCorners[i] = terrain.WorldPointToUV(args.WorldPointCorners[i]);
            }

            Rect dirtyRect = GUtilities.GetRectContainsPoints(uvCorners);

            if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1)))
            {
                return;
            }

            if (args.ActionType == GPainterActionType.Normal)
            {
                HandleSpawnObject(terrain, args);
            }
            else if (args.ActionType == GPainterActionType.Negative)
            {
                HandleEraseObject(terrain, args);
            }
        }
        private void ProcessBrushDynamic(ref GObjectPainterArgs args)
        {
            Rand rand = GetRandomGenerator();

            args.Radius   -= BrushRadius * BrushRadiusJitter * (float)rand.NextDouble();
            args.Rotation += Mathf.Sign((float)rand.NextDouble() - 0.5f) * BrushRotation * BrushRotationJitter * (float)rand.NextDouble();
            args.Density  -= Mathf.RoundToInt(BrushDensity * BrushDensityJitter * (float)rand.NextDouble());

            Vector3 scatterDir = new Vector3((float)(rand.NextDouble() * 2 - 1), 0, (float)(rand.NextDouble() * 2 - 1)).normalized;
            float   scatterLengthMultiplier = BrushScatter - (float)rand.NextDouble() * BrushScatterJitter;
            float   scatterLength           = args.Radius * scatterLengthMultiplier;

            args.HitPoint += scatterDir * scatterLength;
        }
예제 #3
0
        public void Paint(GObjectPainterArgs args)
        {
            IGObjectPainter p = ActivePainter;

            if (p == null)
            {
                return;
            }

            args.Radius        = BrushRadius;
            args.Rotation      = BrushRotation;
            args.Density       = BrushDensity;
            args.EraseRatio    = EraseRatio;
            args.ScaleStrength = ScaleStrength;
            args.CustomArgs    = CustomPainterArgs;
            args.Filters       = GetComponents <GSpawnFilter>();
            if (SelectedBrushMaskIndex >= 0 && SelectedBrushMaskIndex < BrushMasks.Count)
            {
                args.Mask = BrushMasks[SelectedBrushMaskIndex];
            }
            if (SelectedPrototypeIndices.Count == 0)
            {
                return;
            }
            args.Prototypes        = Prototypes;
            args.PrototypeIndices  = SelectedPrototypeIndices;
            args.EnableTerrainMask = EnableTerrainMask;

            ProcessBrushDynamic(ref args);
            Vector3[] corners = GCommon.GetBrushQuadCorners(args.HitPoint, args.Radius, args.Rotation);
            args.WorldPointCorners = corners;

            IEnumerator <GStylizedTerrain> terrains = GStylizedTerrain.ActiveTerrains.GetEnumerator();

            while (terrains.MoveNext())
            {
                if (terrains.Current.GroupId != GroupId && GroupId >= 0)
                {
                    continue;
                }
                GStylizedTerrain t = terrains.Current;
                p.Paint(t, args);
            }
        }
        private void Paint(RaycastHit hit)
        {
            GObjectPainterArgs args = new GObjectPainterArgs();

            args.HitPoint         = hit.point;
            args.Collider         = hit.collider;
            args.Transform        = hit.transform;
            args.UV               = hit.textureCoord;
            args.TriangleIndex    = hit.triangleIndex;
            args.BarycentricCoord = hit.barycentricCoordinate;
            args.Distance         = hit.distance;
            args.Normal           = hit.normal;
            args.LightMapCoord    = hit.lightmapCoord;

            args.MouseEventType =
                Event.current.type == EventType.MouseDown ? GPainterMouseEventType.Down :
                Event.current.type == EventType.MouseDrag ? GPainterMouseEventType.Drag :
                GPainterMouseEventType.Up;
            args.ActionType =
                Event.current.shift ? GPainterActionType.Alternative :
                Event.current.control ? GPainterActionType.Negative :
                GPainterActionType.Normal;
            painter.Paint(args);
        }
예제 #5
0
        public void Paint(Pinwheel.Griffin.GStylizedTerrain terrain, GObjectPainterArgs args)
        {
            if (args.MouseEventType == GPainterMouseEventType.Up)
            {
                return;
            }

            Vector2[] uvCorners = new Vector2[args.WorldPointCorners.Length];
            for (int i = 0; i < uvCorners.Length; ++i)
            {
                uvCorners[i] = terrain.WorldPointToUV(args.WorldPointCorners[i]);
            }

            Rect dirtyRect = GUtilities.GetRectContainsPoints(uvCorners);

            if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1)))
            {
                return;
            }

            Texture2D clonedMask  = null;
            Texture2D terrainMask = null;

            if (args.Mask != null)
            {
                clonedMask = GCommon.CloneAndResizeTexture(args.Mask, 256, 256);
            }
            if (args.EnableTerrainMask)
            {
                terrainMask = terrain.TerrainData.Mask.MaskMap;
            }

            int multiplier = args.ActionType == GPainterActionType.Normal ? 1 : -1;

            int     prototypeIndex = -1;
            Vector2 terrainUv      = Vector2.zero;
            Vector3 worldPos       = Vector3.zero;
            Vector3 bary0          = Vector3.zero;
            Vector3 bary1          = Vector3.zero;
            Vector2 maskUv         = Vector2.zero;
            Color   maskColor      = Color.white;
            Vector3 scale          = Vector3.zero;

            for (int i = 0; i < args.PrototypeIndices.Count; ++i)
            {
                prototypeIndex = args.PrototypeIndices[i];
                if (prototypeIndex < 0 || prototypeIndex >= args.Prototypes.Count)
                {
                    continue;
                }
                GameObject g = args.Prototypes[prototypeIndex];
                if (g == null)
                {
                    continue;
                }
                GameObject  root          = GSpawner.GetRoot(terrain, g);
                Transform[] instances     = GUtilities.GetChildrenTransforms(root.transform);
                int         instanceCount = instances.Length;
                for (int j = 0; j < instanceCount; ++j)
                {
                    worldPos = instances[j].position;
                    GUtilities.CalculateBarycentricCoord(
                        new Vector2(worldPos.x, worldPos.z),
                        new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z),
                        new Vector2(args.WorldPointCorners[1].x, args.WorldPointCorners[1].z),
                        new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z),
                        ref bary0);
                    GUtilities.CalculateBarycentricCoord(
                        new Vector2(worldPos.x, worldPos.z),
                        new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z),
                        new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z),
                        new Vector2(args.WorldPointCorners[3].x, args.WorldPointCorners[3].z),
                        ref bary1);
                    if (bary0.x >= 0 && bary0.y >= 0 && bary0.z >= 0)
                    {
                        maskUv = bary0.x * Vector2.zero + bary0.y * Vector2.up + bary0.z * Vector2.one;
                    }
                    else if (bary1.x >= 0 && bary1.y >= 0 && bary1.z >= 0)
                    {
                        maskUv = bary1.x * Vector2.zero + bary1.y * Vector2.one + bary1.z * Vector2.right;
                    }
                    else
                    {
                        continue;
                    }

                    if (clonedMask != null)
                    {
                        maskColor = clonedMask.GetPixelBilinear(maskUv.x, maskUv.y);
                        if (Random.value > maskColor.grayscale)
                        {
                            continue;
                        }
                    }
                    if (args.EnableTerrainMask)
                    {
                        terrainUv = terrain.WorldPointToUV(worldPos);
                        maskColor = terrainMask.GetPixelBilinear(terrainUv.x, terrainUv.y);
                        if (Random.value < maskColor.r)
                        {
                            continue;
                        }
                    }

                    scale.Set(
                        Mathf.Max(0, instances[j].transform.localScale.x + multiplier * maskColor.grayscale * args.ScaleStrength * GUtilities.DELTA_TIME),
                        Mathf.Max(0, instances[j].transform.localScale.y + multiplier * maskColor.grayscale * args.ScaleStrength * GUtilities.DELTA_TIME),
                        Mathf.Max(0, instances[j].transform.localScale.z + multiplier * maskColor.grayscale * args.ScaleStrength * GUtilities.DELTA_TIME));

                    GSpawnFilterArgs filterArgs = GSpawnFilterArgs.Create();
                    filterArgs.Terrain  = terrain;
                    filterArgs.Position = worldPos;
                    filterArgs.Rotation = instances[j].transform.rotation;
                    filterArgs.Scale    = scale;
                    List <Type> suitableFilter = SuitableFilterTypes;
                    if (args.Filters != null)
                    {
                        for (int fIndex = 0; fIndex < args.Filters.Length; ++fIndex)
                        {
                            if (args.Filters[fIndex] != null &&
                                args.Filters[fIndex].Ignore != true)
                            {
                                if (suitableFilter.Contains(args.Filters[fIndex].GetType()))
                                {
                                    args.Filters[fIndex].Apply(ref filterArgs);
                                }
                            }
                            if (filterArgs.ShouldExclude)
                            {
                                break;
                            }
                        }
                    }

                    instances[j].transform.localScale = filterArgs.Scale;
                }
            }
        }
예제 #6
0
        private void HandleSpawnObject(GStylizedTerrain terrain, GObjectPainterArgs args)
        {
            int        prototypeIndex = -1;
            Vector3    randomPos      = Vector3.zero;
            Vector3    rayOrigin      = Vector3.zero;
            Vector3    rayDirection   = Vector3.down;
            float      sqrtTwo        = Mathf.Sqrt(2);
            Ray        ray            = new Ray();
            RaycastHit samplePoint;
            Vector3    bary0      = Vector3.zero;
            Vector3    bary1      = Vector3.zero;
            Vector2    maskUv     = Vector2.zero;
            Color      maskColor  = Color.white;
            Texture2D  clonedMask = null;

            if (args.Mask != null)
            {
                clonedMask = GCommon.CloneAndResizeTexture(args.Mask, 256, 256);
            }

            for (int i = 0; i < args.Density; ++i)
            {
                prototypeIndex = args.PrototypeIndices[Random.Range(0, args.PrototypeIndices.Count)];
                if (prototypeIndex < 0 || prototypeIndex >= args.Prototypes.Count)
                {
                    continue;
                }
                GameObject g = args.Prototypes[prototypeIndex];
                if (g == null)
                {
                    continue;
                }

                randomPos = args.HitPoint + Random.insideUnitSphere * args.Radius * sqrtTwo;
                rayOrigin.Set(
                    randomPos.x,
                    10000,
                    randomPos.z);
                ray.origin    = rayOrigin;
                ray.direction = rayDirection;
                if (terrain.Raycast(ray, out samplePoint, float.MaxValue))
                {
                    GUtilities.CalculateBarycentricCoord(
                        new Vector2(samplePoint.point.x, samplePoint.point.z),
                        new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z),
                        new Vector2(args.WorldPointCorners[1].x, args.WorldPointCorners[1].z),
                        new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z),
                        ref bary0);
                    GUtilities.CalculateBarycentricCoord(
                        new Vector2(samplePoint.point.x, samplePoint.point.z),
                        new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z),
                        new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z),
                        new Vector2(args.WorldPointCorners[3].x, args.WorldPointCorners[3].z),
                        ref bary1);
                    if (bary0.x >= 0 && bary0.y >= 0 && bary0.z >= 0)
                    {
                        maskUv = bary0.x * Vector2.zero + bary0.y * Vector2.up + bary0.z * Vector2.one;
                    }
                    else if (bary1.x >= 0 && bary1.y >= 0 && bary1.z >= 0)
                    {
                        maskUv = bary1.x * Vector2.zero + bary1.y * Vector2.one + bary1.z * Vector2.right;
                    }
                    else
                    {
                        continue;
                    }

                    //sample mask
                    if (clonedMask != null)
                    {
                        maskColor = clonedMask.GetPixelBilinear(maskUv.x, maskUv.y);
                        if (Random.value > maskColor.grayscale)
                        {
                            continue;
                        }
                    }

                    //apply filter
                    GSpawnFilterArgs filterArgs = GSpawnFilterArgs.Create();
                    filterArgs.Terrain         = terrain;
                    filterArgs.Position        = samplePoint.point;
                    filterArgs.SurfaceNormal   = samplePoint.normal;
                    filterArgs.SurfaceTexcoord = samplePoint.textureCoord;

                    List <Type> suitableFilter = SuitableFilterTypes;
                    if (args.Filters != null)
                    {
                        for (int fIndex = 0; fIndex < args.Filters.Length; ++fIndex)
                        {
                            if (args.Filters[fIndex] != null &&
                                args.Filters[fIndex].Ignore != true)
                            {
                                if (suitableFilter.Contains(args.Filters[fIndex].GetType()))
                                {
                                    args.Filters[fIndex].Apply(ref filterArgs);
                                }
                            }
                            if (filterArgs.ShouldExclude)
                            {
                                break;
                            }
                        }
                    }

                    //spawn
                    if (filterArgs.ShouldExclude)
                    {
                        continue;
                    }

                    //spawn here
                    GameObject instance = GSpawner.Spawn(terrain, g, samplePoint.point);
                    instance.transform.position   = filterArgs.Position;
                    instance.transform.rotation   = filterArgs.Rotation;
                    instance.transform.localScale = filterArgs.Scale;
                }
            }

            if (clonedMask != null)
            {
                Object.DestroyImmediate(clonedMask);
            }
        }
예제 #7
0
        private void HandleEraseObject(GStylizedTerrain terrain, GObjectPainterArgs args)
        {
            int       prototypeIndex = -1;
            Vector3   localPos       = Vector3.zero;
            Vector3   worldPos       = Vector3.zero;
            Vector3   bary0          = Vector3.zero;
            Vector3   bary1          = Vector3.zero;
            Vector2   maskUv         = Vector2.zero;
            Color     maskColor      = Color.white;
            Texture2D clonedMask     = null;

            if (args.Mask != null)
            {
                clonedMask = GCommon.CloneAndResizeTexture(args.Mask, 256, 256);
            }
            for (int i = 0; i < args.PrototypeIndices.Count; ++i)
            {
                prototypeIndex = args.PrototypeIndices[i];
                if (prototypeIndex < 0 || prototypeIndex >= args.Prototypes.Count)
                {
                    continue;
                }
                GameObject g = args.Prototypes[prototypeIndex];
                if (g == null)
                {
                    continue;
                }
                GSpawner.DestroyIf(terrain, g, (instance =>
                {
                    worldPos = instance.transform.position;
                    GUtilities.CalculateBarycentricCoord(
                        new Vector2(worldPos.x, worldPos.z),
                        new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z),
                        new Vector2(args.WorldPointCorners[1].x, args.WorldPointCorners[1].z),
                        new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z),
                        ref bary0);
                    GUtilities.CalculateBarycentricCoord(
                        new Vector2(worldPos.x, worldPos.z),
                        new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z),
                        new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z),
                        new Vector2(args.WorldPointCorners[3].x, args.WorldPointCorners[3].z),
                        ref bary1);
                    if (bary0.x >= 0 && bary0.y >= 0 && bary0.z >= 0)
                    {
                        maskUv = bary0.x * Vector2.zero + bary0.y * Vector2.up + bary0.z * Vector2.one;
                    }
                    else if (bary1.x >= 0 && bary1.y >= 0 && bary1.z >= 0)
                    {
                        maskUv = bary1.x * Vector2.zero + bary1.y * Vector2.one + bary1.z * Vector2.right;
                    }
                    else
                    {
                        return(false);
                    }

                    //sample mask
                    if (clonedMask != null)
                    {
                        maskColor = clonedMask.GetPixelBilinear(maskUv.x, maskUv.y);
                        if (Random.value > maskColor.grayscale * args.EraseRatio)
                        {
                            return(false);
                        }
                    }

                    return(true);
                }));
            }

            if (clonedMask != null)
            {
                Object.DestroyImmediate(clonedMask);
            }
        }