private void GenerateMesh(List <HEU_LoadBufferMesh> meshBuffers)
        {
            HEU_SessionBase session = GetHoudiniSession(true);

            Transform parent = this.gameObject.transform;

            int numBuffers = meshBuffers.Count;

            for (int m = 0; m < numBuffers; ++m)
            {
                if (meshBuffers[m]._geoCache != null)
                {
                    GameObject newGameObject = new GameObject("mesh_" + meshBuffers[m]._geoCache._partName);
                    Transform  newTransform  = newGameObject.transform;
                    newTransform.parent = parent;

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

                    bool bResult = false;
                    int  numLODs = meshBuffers[m]._LODGroupMeshes != null ? meshBuffers[m]._LODGroupMeshes.Count : 0;
                    if (numLODs > 1)
                    {
                        bResult = HEU_GenerateGeoCache.GenerateLODMeshesFromGeoGroups(session, meshBuffers[m]._LODGroupMeshes,
                                                                                      meshBuffers[m]._geoCache, generatedOutput, meshBuffers[m]._defaultMaterialKey,
                                                                                      meshBuffers[m]._bGenerateUVs, meshBuffers[m]._bGenerateTangents, meshBuffers[m]._bGenerateNormals, meshBuffers[m]._bPartInstanced);
                    }
                    else if (numLODs == 1)
                    {
                        bResult = HEU_GenerateGeoCache.GenerateMeshFromSingleGroup(session, meshBuffers[m]._LODGroupMeshes[0],
                                                                                   meshBuffers[m]._geoCache, generatedOutput, meshBuffers[m]._defaultMaterialKey,
                                                                                   meshBuffers[m]._bGenerateUVs, meshBuffers[m]._bGenerateTangents, meshBuffers[m]._bGenerateNormals, meshBuffers[m]._bPartInstanced);

                        HEU_GeneralUtility.UpdateGeneratedAttributeStore(session, _cookNodeID, meshBuffers[m]._id,
                                                                         generatedOutput._outputData._gameObject);
                    }
                    else
                    {
                        // Set return state to false if no mesh and no colliders (i.e. nothing is generated)
                        bResult = (meshBuffers[m]._geoCache._colliderInfos.Count > 0);
                    }

                    if (bResult)
                    {
                        HEU_GenerateGeoCache.UpdateColliders(meshBuffers[m]._geoCache, generatedOutput._outputData);

                        meshBuffers[m]._generatedOutput = generatedOutput;
                        _generatedOutputs.Add(generatedOutput);

                        SetOutputVisiblity(meshBuffers[m]);
                    }
                    else
                    {
                        HEU_GeneratedOutput.DestroyGeneratedOutput(generatedOutput);
                    }
                }
            }
        }
		public static void DestroyGeneratedOutputData(HEU_GeneratedOutputData generatedOutputData, bool bDontDeletePersistantResources)
		{
			// Generated Material references
			HEU_GeneratedOutput.ClearGeneratedMaterialReferences(generatedOutputData);
			
			// Components
			HEU_GeneralUtility.DestroyGeneratedMeshMaterialsLODGroups(generatedOutputData._gameObject, bDontDeletePersistantResources);

			// Gameobject
			HEU_GeneralUtility.DestroyImmediate(generatedOutputData._gameObject);
		}
		private void DestroyOutputs()
		{
			if (_generatedOutputs != null)
			{
				for (int i = 0; i < _generatedOutputs.Count; ++i)
				{
					HEU_GeneratedOutput.DestroyGeneratedOutput(_generatedOutputs[i]);
					_generatedOutputs[i] = null;
				}
				_generatedOutputs.Clear();
			}
		}
		/// <summary>
		/// Remove material overrides on given output, replacing
		/// with the generated materials.
		/// </summary>
		public static void ResetMaterialOverrides(HEU_GeneratedOutput output)
		{
			if (HasLODGroup(output))
			{
				foreach(HEU_GeneratedOutputData child in output._childOutputs)
				{
					ResetMaterialOverrides(child);
				}
			}
			else
			{
				ResetMaterialOverrides(output._outputData);
			}
		}
		public static void DestroyGeneratedOutputChildren(HEU_GeneratedOutput generatedOutput)
		{
			// LOD Group component
			HEU_GeneralUtility.DestroyComponent<LODGroup>(generatedOutput._outputData._gameObject);

			int numChildren = generatedOutput._childOutputs != null ? generatedOutput._childOutputs.Count : 0;
			for (int i = 0; i < numChildren; ++i)
			{
				if (generatedOutput._childOutputs[i] != null && generatedOutput._childOutputs[i]._gameObject != null)
				{
					DestroyGeneratedOutputData(generatedOutput._childOutputs[i], true);
				}
			}
			generatedOutput._childOutputs.Clear();
		}
		public static void DestroyGeneratedOutput(HEU_GeneratedOutput generatedOutput)
		{
			int numChildren = generatedOutput._childOutputs != null ? generatedOutput._childOutputs.Count : 0;
			for (int i = 0; i < numChildren; ++i)
			{
				if (generatedOutput._childOutputs[i] != null && generatedOutput._childOutputs[i]._gameObject != null)
				{
					HEU_GeneralUtility.DestroyImmediate(generatedOutput._childOutputs[i]._gameObject);
				}
			}
			generatedOutput._childOutputs.Clear();

			HEU_GeneralUtility.DestroyImmediate(generatedOutput._outputData._gameObject);
			generatedOutput._outputData._gameObject = null;
			generatedOutput._outputData._renderMaterials = null;
		}
		/// <summary>
		/// Returns true if output is using checkMaterial. Checks children outputs as well.
		/// </summary>
		/// <param name="checkMaterial">Material to check</param>
		/// <param name="output">Output to check</param>
		/// <returns>True if output is using checkMaterial</returns>
		public static bool IsOutputUsingMaterial(Material checkMaterial, HEU_GeneratedOutput output)
		{
			bool bValue = IsOutputDataUsingMaterial(checkMaterial, output._outputData);
			if (!bValue)
			{
				foreach (HEU_GeneratedOutputData child in output._childOutputs)
				{
					if(IsOutputDataUsingMaterial(checkMaterial, child))
					{
						bValue = true;
						break;
					}
				}
			}
			return bValue;
		}
		/// <summary>
		/// Returns list of materials that were generated for inGameObject in the output data.
		/// Checks children as well.
		/// </summary>
		/// <param name="output">The output data to check for matching inGameObject</param>
		/// <param name="inGameObject">The inGameObject to find in the output</param>
		/// <returns>List of generated materials or null if not found</returns>
		public static Material[] GetGeneratedMaterialsForGameObject(HEU_GeneratedOutput output, GameObject inGameObject)
		{
			if(output._outputData._gameObject == inGameObject)
			{
				return output._outputData._renderMaterials;
			}
			else
			{
				foreach(HEU_GeneratedOutputData outputData in output._childOutputs)
				{
					if(outputData._gameObject == inGameObject)
					{
						return outputData._renderMaterials;
					}
				}
			}
			return null;
		}
Exemplo n.º 9
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		private void SetOutputVisiblity(HEU_LoadBufferBase buffer)
		{
			bool bVisibility = !buffer._bInstanced;

			if (HEU_GeneratedOutput.HasLODGroup(buffer._generatedOutput))
			{
				foreach (HEU_GeneratedOutputData childOutput in buffer._generatedOutput._childOutputs)
				{
					HEU_GeneralUtility.SetGameObjectRenderVisiblity(childOutput._gameObject, bVisibility);
					HEU_GeneralUtility.SetGameObjectColliderState(childOutput._gameObject, bVisibility);
				}
			}
			else
			{
				HEU_GeneralUtility.SetGameObjectRenderVisiblity(buffer._generatedOutput._outputData._gameObject, bVisibility);
				HEU_GeneralUtility.SetGameObjectColliderState(buffer._generatedOutput._outputData._gameObject, bVisibility);
			}
		}
Exemplo n.º 10
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		private void DestroyOutputs()
		{
			if (_generatedOutputs != null)
			{
				for (int i = 0; i < _generatedOutputs.Count; ++i)
				{
					HEU_GeneratedOutput.DestroyGeneratedOutput(_generatedOutputs[i]);
					_generatedOutputs[i] = null;
				}
				_generatedOutputs.Clear();
			}

			if (_outputCacheFilePaths != null && _outputCacheFilePaths.Count > 0)
			{
				foreach(string filepath in _outputCacheFilePaths)
				{
					HEU_AssetDatabase.DeleteAssetAtPath(filepath);
				}
				_outputCacheFilePaths.Clear();
			}
		}
		/// <summary>
		/// Returns true if output has LOD groups.
		/// </summary>
		public static bool HasLODGroup(HEU_GeneratedOutput output)
		{
			return output._childOutputs.Count > 0;
		}
Exemplo n.º 12
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		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]);
				}
			}
		}
Exemplo n.º 14
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]);
				}
			}
		}