static void CreateMangerWindow() { TerrainToolboxWindow window = GetWindow <TerrainToolboxWindow>("Terrain Toolbox"); window.minSize = new Vector2(200, 150); window.Show(); }
void TestSplitTerrainHeightmapResolution(TerrainToolboxWindow toolboxWindow, int heightmapRes, int xSplit, int zSplit) { // Set up parent object so we can locate the split tiles for cleanup after testing int groupingId = 12345; var parent = new GameObject().AddComponent <TerrainGroup>(); parent.GroupID = groupingId; m_TerrainComponent.transform.SetParent(parent.transform); toolboxWindow.m_TerrainUtilitiesMode.m_Settings.HeightmapResolution = heightmapRes; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.TileXAxis = xSplit; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.TileZAxis = zSplit; toolboxWindow.m_TerrainUtilitiesMode.SplitTerrain(m_TerrainComponent, groupingId, true); // The children should include the original terrain object + the newly created tiles int childCount = parent.transform.childCount; Assert.AreEqual(xSplit * zSplit + 1, childCount); // Check that the original terrain heightmap resolution is unchanged Assert.AreEqual(heightmapRes, m_TerrainComponent.terrainData.heightmapResolution); // Test and clean up the split tiles (skip the first child as it is the original terrain object) for (int i = 1; i < childCount; i++) { var child = parent.transform.GetChild(i).GetComponent <Terrain>(); Assert.AreEqual(child.terrainData.heightmapResolution - 1, GetExpectedTileHeightmapResolution(heightmapRes, xSplit)); string path = Path.Combine("Assets/Terrain", child.transform.name + ".asset"); FileUtil.DeleteFileOrDirectory(path); FileUtil.DeleteFileOrDirectory(path + ".meta"); } }
public void TerrainToolboxUtilities_WhenSplitTerrain_HeightmapResolutionIsCorrect(int xSplit, int zSplit, int originalHeightmapRes) { TerrainToolboxWindow toolboxWindow = EditorWindow.GetWindow(typeof(TerrainToolboxWindow)) as TerrainToolboxWindow; Texture2D gradientTexture = CreateGradientTexture(); int baseLevel = 0; int remapLevel = 1; int numberOfTiles = 1; ToolboxHelper.CopyTextureToTerrainHeight(m_TerrainComponent.terrainData, gradientTexture, Vector2Int.zero, originalHeightmapRes, numberOfTiles, baseLevel, remapLevel); Selection.activeGameObject = m_TerrainGO; m_TerrainGO.name = "TestTerrain"; m_TerrainComponent.name = "TestComponent"; RenderTexture oldRT = RenderTexture.active; RenderTexture.active = m_TerrainComponent.terrainData.heightmapTexture; // Run the test TestSplitTerrainHeightmapResolution(toolboxWindow, originalHeightmapRes, xSplit, zSplit); AssetDatabase.Refresh(); RenderTexture.active = oldRT; toolboxWindow.Close(); }
public void TerrainToolboxUtilites_WhenApplySplatmaps_DoesNotDividebyZero() { // Preparation: // Collect data, create needed objects Texture2D texture = new Texture2D(512, 512); TerrainLayer layer = new TerrainLayer(); layer.diffuseTexture = texture; TerrainLayer[] terrainLayers = { layer }; //Add splatmap to terrain in order to import into the Utilities Window m_TerrainComponent.terrainData.terrainLayers = terrainLayers; Selection.activeGameObject = m_TerrainGO; // Execute the repro steps in code TerrainToolboxWindow toolboxWindow = EditorWindow.GetWindow(typeof(TerrainToolboxWindow)) as TerrainToolboxWindow; toolboxWindow.m_TerrainUtilitiesMode.ImportSplatmapsFromTerrain(true); Selection.activeGameObject = null; Assert.That(() => { toolboxWindow.m_TerrainUtilitiesMode.ExportSplatmapsToTerrain(true); }, !Throws.TypeOf <System.DivideByZeroException>()); toolboxWindow.Close(); }
public void TerrainToolboxUtilites_WhenSelectSplatmap_DoesNotIndexOutOfRange() { //Collect data, create needed objects Texture2D texture = new Texture2D(512, 512); TerrainLayer layer = new TerrainLayer(); layer.diffuseTexture = texture; TerrainLayer[] terrainLayers = { layer }; //Create gameobject with terrain component m_TerrainGO = new GameObject(); Terrain terrain = m_TerrainGO.AddComponent <Terrain>(); terrain.terrainData = new TerrainData(); //Add splatmap to terrain in order to import into the Utilities Window terrain.terrainData.terrainLayers = terrainLayers; //Execute the repro steps in code TerrainToolboxWindow toolboxWindow = EditorWindow.GetWindow(typeof(TerrainToolboxWindow)) as TerrainToolboxWindow; Selection.activeGameObject = m_TerrainGO; toolboxWindow.m_TerrainUtilitiesMode.ImportSplatmapsFromTerrain(); Assert.That(() => { toolboxWindow.m_TerrainUtilitiesMode.ExportSplatmapsToTerrain(true); }, !Throws.TypeOf <System.IndexOutOfRangeException>()); toolboxWindow.Close(); }
/// <summary> /// This overloaded method deals specifically with testing the level correction of the png and tga format /// </summary> /// <param name="toolboxWindow">Window where the Export Heightmap Utilities live</param> /// <param name="minMaxRemap">Min and Max values of the remap</param> /// <param name="path">String path of the files directory location</param> /// <param name="format">Heightmap File Format</param> /// <returns></returns> bool TestLevelCorrection(TerrainToolboxWindow toolboxWindow, Vector2 minMaxRemap, string path, Heightmap.Format format) { //Execute the repro steps in code toolboxWindow.m_TerrainUtilitiesMode.m_Settings.ExportHeightRemapMin = minMaxRemap.x; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.ExportHeightRemapMax = minMaxRemap.y; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.HeightFormat = format; toolboxWindow.m_TerrainUtilitiesMode.ExportHeightmaps(new Object[] { m_TerrainComponent }); //Get heightmap data to compare int width = RenderTexture.active.width - 1; int height = RenderTexture.active.height - 1; var texture = new Texture2D(width, height, RenderTexture.active.graphicsFormat, UnityEngine.Experimental.Rendering.TextureCreationFlags.None); texture.ReadPixels(new Rect(0, 0, width, height), 0, 0); //Remap Texture Color[] pixels = texture.GetPixels(); for (int i = 0; i < pixels.Length; i += 4) { pixels[i].r = (pixels[i].r * 2) * (minMaxRemap.y - minMaxRemap.x) + minMaxRemap.x; pixels[i + 1].r = (pixels[i + 1].r * 2) * (minMaxRemap.y - minMaxRemap.x) + minMaxRemap.x; pixels[i + 2].r = (pixels[i + 2].r * 2) * (minMaxRemap.y - minMaxRemap.x) + minMaxRemap.x; pixels[i + 3].r = (pixels[i + 3].r * 2) * (minMaxRemap.y - minMaxRemap.x) + minMaxRemap.x; } texture.SetPixels(pixels); texture.Apply(); //Compare both the original and regression test data byte[] byteData = File.ReadAllBytes(path); return(format == Heightmap.Format.PNG ? texture.EncodeToPNG().SequenceEqual(byteData) : texture.EncodeToTGA().SequenceEqual(byteData)); }
public void TerrainToolboxUtilites_WhenExportHeightmap_LevelCorrectionWorks(float min, float max, Heightmap.Format format, Heightmap.Depth depth = Heightmap.Depth.Bit16) { TerrainToolboxWindow toolboxWindow = EditorWindow.GetWindow(typeof(TerrainToolboxWindow)) as TerrainToolboxWindow; Texture2D gradientTexture = CreateGradientTexture(); int heightmapResolution = 513; int numberOfTiles = 1; int baseLevel = 0; int remapLevel = 1; ToolboxHelper.CopyTextureToTerrainHeight(m_TerrainComponent.terrainData, gradientTexture, Vector2Int.zero, heightmapResolution, numberOfTiles, baseLevel, remapLevel); Selection.activeGameObject = m_TerrainGO; m_TerrainGO.name = "TestTerrain"; m_TerrainComponent.name = "TestComponent"; RenderTexture oldRT = RenderTexture.active; RenderTexture.active = m_TerrainComponent.terrainData.heightmapTexture; //Run Tests and Cleanup files string fileName = m_TerrainGO.name + "_heightmap"; string path = Path.Combine(toolboxWindow.m_TerrainUtilitiesMode.m_Settings.HeightmapFolderPath, fileName); switch (format) { case Heightmap.Format.PNG: path += ".png"; Assert.IsTrue(TestLevelCorrection(toolboxWindow, new Vector2(min, max), path, format)); FileUtil.DeleteFileOrDirectory(path); FileUtil.DeleteFileOrDirectory(path + ".meta"); break; case Heightmap.Format.TGA: path += ".tga"; Assert.IsTrue(TestLevelCorrection(toolboxWindow, new Vector2(min, max), path, format)); FileUtil.DeleteFileOrDirectory(path); FileUtil.DeleteFileOrDirectory(path + ".meta"); break; case Heightmap.Format.RAW: path += ".raw"; Assert.IsTrue(TestLevelCorrection(toolboxWindow, new Vector2(min, max), path, depth)); FileUtil.DeleteFileOrDirectory(path); FileUtil.DeleteFileOrDirectory(path + ".meta"); break; } AssetDatabase.Refresh(); RenderTexture.active = oldRT; toolboxWindow.Close(); }
public void TerrainToolboxUtilities_WhenApplySplatmaps_DoesNotModifyColorData() { //Setup terrain layer data TerrainToolboxWindow toolboxWindow = EditorWindow.GetWindow <TerrainToolboxWindow>(); TerrainLayer layer = new TerrainLayer(); layer.diffuseTexture = CreateGradientTexture(); byte[] texData = layer.diffuseTexture.GetRawTextureData(); m_TerrainComponent.terrainData.terrainLayers = new TerrainLayer[] { layer }; //Reproduce steps Selection.activeObject = m_TerrainGO; TerrainToolboxUtilities utilities = toolboxWindow.m_TerrainUtilitiesMode; utilities.ImportSplatmapsFromTerrain(); //Manually set splatmap list since the window's OnGUI method isn't called which normally sets the splatmap list utilities.m_SplatmapList = new UnityEditorInternal.ReorderableList(utilities.m_Splatmaps, typeof(Texture2D), true, false, true, true); utilities.ExportSplatmapsToTerrain(true); Assert.AreEqual(texData, layer.diffuseTexture.GetRawTextureData()); }
/// <summary> /// This overloaded method deals specifically with testing the level correction of the raw format /// </summary> /// <param name="toolboxWindow">Window where the Export Heightmap Utilities live</param> /// <param name="minMaxRemap">Min and Max values of the remap</param> /// <param name="format">Heightmap File Format</param> /// <param name="path">String path of the files directory location</param> /// <param name="depth">Heightmap Bit Depth</param> /// <returns></returns> bool TestLevelCorrection(TerrainToolboxWindow toolboxWindow, Vector2 minMaxRemap, string path, Heightmap.Depth depth) { //Execute the repro steps in code toolboxWindow.m_TerrainUtilitiesMode.m_Settings.ExportHeightRemapMin = minMaxRemap.x; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.ExportHeightRemapMax = minMaxRemap.y; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.HeightFormat = Heightmap.Format.RAW; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.HeightmapDepth = depth; toolboxWindow.m_TerrainUtilitiesMode.m_SelectedDepth = (depth == Heightmap.Depth.Bit16) ? 0 : 1; toolboxWindow.m_TerrainUtilitiesMode.ExportHeightmaps(new Object[] { m_TerrainComponent }); //Get byte data of the terrain's heightmap TerrainData terrainData = m_TerrainComponent.terrainData; #if UNITY_2019_3_OR_NEWER int heightmapWidth = terrainData.heightmapResolution - 1; int heightmapHeight = terrainData.heightmapResolution - 1; #else int heightmapWidth = terrainData.heightmapWidth - 1; int heightmapHeight = terrainData.heightmapHeight - 1; #endif float[,] heights = terrainData.GetHeights(0, 0, heightmapWidth, heightmapHeight); byte[] data = new byte[heightmapWidth * heightmapHeight * (int)depth]; if (depth == Heightmap.Depth.Bit16) { float normalize = (1 << 16); for (int y = 0; y < heightmapHeight; ++y) { for (int x = 0; x < heightmapWidth; ++x) { //Remapping the heightmap data int index = x + y * heightmapWidth; float remappedHeight = heights[y, x] * (minMaxRemap.y - minMaxRemap.x) + minMaxRemap.x; int height = Mathf.RoundToInt(remappedHeight * normalize); ushort compressedHeight = (ushort)Mathf.Clamp(height, 0, ushort.MaxValue); byte[] byteData = System.BitConverter.GetBytes(compressedHeight); if ((toolboxWindow.m_TerrainUtilitiesMode.m_Settings.HeightmapByteOrder == ToolboxHelper.ByteOrder.Mac) == System.BitConverter.IsLittleEndian) { data[index * 2 + 0] = byteData[1]; data[index * 2 + 1] = byteData[0]; } else { data[index * 2 + 0] = byteData[0]; data[index * 2 + 1] = byteData[1]; } } } } else { float normalize = (1 << 8); for (int y = 0; y < heightmapHeight; ++y) { for (int x = 0; x < heightmapWidth; ++x) { //Remapping the heightmap data int index = x + y * heightmapWidth; float remappedHeight = heights[y, x] * (minMaxRemap.y - minMaxRemap.x) + minMaxRemap.x; int height = Mathf.RoundToInt(remappedHeight * normalize); byte compressedHeight = (byte)Mathf.Clamp(height, 0, byte.MaxValue); data[index] = compressedHeight; } } } //Compare both the original and regression test data byte[] rawByteData = File.ReadAllBytes(path); return(data.SequenceEqual(rawByteData)); }
public void TerrainToolboxUtilites_WhenSplitTerrain_MissingTrees(int amountOfTreesX, int amountOfTreesZ, int tileXAxis, int tileZAxis) { //Setup tree prefab (Needs to be persistent) GameObject treePrefab = GameObject.CreatePrimitive(PrimitiveType.Cube); treePrefab.GetComponent <Renderer>().sharedMaterial.shader = Shader.Find("Nature/Tree Soft Occlusion Bark"); string localPath = $"Assets/{treePrefab.name}.prefab"; localPath = AssetDatabase.GenerateUniqueAssetPath(localPath); PrefabUtility.SaveAsPrefabAsset(treePrefab, localPath); treePrefab = AssetDatabase.LoadAssetAtPath(localPath, typeof(GameObject)) as GameObject; //Setup terrain object with trees TerrainData terrainData = m_TerrainComponent.terrainData; TreePrototype prototype = new TreePrototype(); prototype.prefab = treePrefab; terrainData.treePrototypes = new TreePrototype[] { prototype }; TreeInstance[] treeInstancesArray = new TreeInstance[amountOfTreesX * amountOfTreesZ]; for (int z = 0; z < amountOfTreesZ; z++) { for (int x = 0; x < amountOfTreesX; x++) { TreeInstance treeInstance = new TreeInstance(); treeInstance.prototypeIndex = 0; treeInstance.position = new Vector3(x / (float)amountOfTreesX, 0, z / (float)amountOfTreesZ); treeInstancesArray[(z * amountOfTreesZ) + x] = treeInstance; } } terrainData.treeInstances = treeInstancesArray; // Set up parent object so we can locate the split tiles for cleanup after testing int groupingId = 12345; var parent = new GameObject().AddComponent <TerrainGroup>(); parent.GroupID = groupingId; m_TerrainComponent.transform.SetParent(parent.transform); //Execute the repro steps checking to make sure split terrains have trees Selection.activeGameObject = m_TerrainGO; TerrainToolboxWindow toolboxWindow = EditorWindow.GetWindow(typeof(TerrainToolboxWindow)) as TerrainToolboxWindow; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.KeepOldTerrains = true; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.TileXAxis = tileXAxis; toolboxWindow.m_TerrainUtilitiesMode.m_Settings.TileZAxis = tileZAxis; toolboxWindow.m_TerrainUtilitiesMode.SplitTerrains(true); Terrain[] objs = GameObject.FindObjectsOfType <Terrain>(); Terrain[] splitTerrains = objs.Where( obj => obj.terrainData?.treeInstanceCount > 0 ).ToArray(); Assert.IsNotEmpty(splitTerrains); //Cleanup toolboxWindow.Close(); FileUtil.DeleteFileOrDirectory("Assets/Terrain"); File.Delete("Assets/Terrain.meta"); File.Delete(localPath); File.Delete(localPath + ".meta"); UnityEditor.AssetDatabase.Refresh(); }