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();
        }