public virtual void OnInspector(TerrainToolEditor editor)
 {
     Dig            = EditorGUILayout.ToggleLeft("Dig", Dig);
     Width          = EditorGUILayout.Slider("Width:", Width, 1f, 100f);
     Height         = EditorGUILayout.Slider("Height:", Height, 1f, 100f);
     VoxelTypeIndex = EditorUtils.VoxelTypeField("Voxel type:", VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
 }
Пример #2
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 public void OnInspector(TerrainToolEditor editor)
 {
     DesiredHeight  = EditorGUILayout.FloatField("Height to flatten to:", DesiredHeight);
     Radius         = EditorGUILayout.Slider("Radius:", Radius, 2f, 100f);
     UpsideDown     = EditorGUILayout.Toggle("Upside-down:", UpsideDown);
     VoxelTypeIndex = EditorUtils.VoxelTypeField("Voxel type:", VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
 }
Пример #3
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 public virtual void OnInspector(TerrainToolEditor editor)
 {
     FollowGrid     = EditorGUILayout.ToggleLeft(new GUIContent("Follow Grid", "Check this to force the brush to be positionned on voxels."), FollowGrid);
     Dig            = EditorGUILayout.ToggleLeft("Dig", Dig);
     Radius         = EditorGUILayout.Slider("Radius:", Radius, 2f, 100f);
     VoxelTypeIndex = EditorUtils.VoxelTypeField("Voxel type:", VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
 }
Пример #4
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 public void OnInspector(TerrainToolEditor editor)
 {
     DesiredHeight  = EditorGUILayout.FloatField("Height to flatten to:", DesiredHeight);
     Size           = editor.SizeField("Size:", Size, true);
     UpsideDown     = EditorGUILayout.Toggle("Upside-down:", UpsideDown);
     VoxelTypeIndex = EditorUtils.VoxelTypeField("Voxel type:", VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
 }
Пример #5
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    public virtual void OnInspector(TerrainToolEditor editor)
    {
        Radius = EditorGUILayout.Slider("Radius:", Radius, 2f, 100f);

        EditorGUILayout.HelpBox("Sharpen operation can quickly drop performance! Try to keep 'Sampling Accuracy' as " +
                                "low as possible.", MessageType.Warning, true);
        SamplingAccuracy = EditorGUILayout.Slider("Sampling Accuracy:", SamplingAccuracy, 1f, 8f);
    }
    public void OnScene(TerrainToolEditor editor, SceneView sceneview)
    {
        if (Reticle == null)
        {
            Reticle = editor.LoadReticle <ReticleLinesForEditor>("ReticleLinesForEditor");
        }

        if (Event.current.control || Event.current.type == EventType.MouseDown && Event.current.button == 1)
        {
            startPosition = null;
        }

        var hit = editor.GetIntersectionWithTerrain(true);

        if (hit.HasValue)
        {
            var     p = hit.Value.point - new Vector3(0, Height * 0.5f, Width * 0.5f);
            Vector3 vL, vH, vW;
            if (startPosition.HasValue)
            {
                UMath.ComputeEdgeVectors(startPosition.Value, p, Width, Height, out vL, out vH, out vW);
                Reticle.SetCornerAndEdges(startPosition.Value, vL, vH, vW);
            }
            else
            {
                UMath.ComputeEdgeVectors(p, p + Vector3.forward, Width, Height, out vL, out vH, out vW);
                Reticle.SetCornerAndEdges(p, vL, vH, vW);
            }

            if (editor.Clicking)
            {
                Event.current.Use();
                if (!startPosition.HasValue)
                {
                    startPosition = p;
                }
                else
                {
                    editor.PerformOperation(CreateOperationFromEditor(startPosition.Value, p, editor), sceneview);
                    startPosition = null;
                }
            }
        }
    }
Пример #7
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    public void OnScene(TerrainToolEditor editor, SceneView sceneview)
    {
        if (Reticle == null)
        {
            Reticle = editor.LoadReticle <SphericalReticleForEditor>("SphericalReticleForEditor");
        }

        var hit = editor.GetIntersectionWithTerrain(true);

        if (hit.HasValue)
        {
            Reticle.SetPositionAndSize(hit.Value.point, Radius);
        }

        if (editor.Clicking)
        {
            Event.current.Use();
            editor.PerformOperation(CreateOperationFromEditor(Reticle.transform.position, editor), sceneview);
        }
    }
    public void OnScene(TerrainToolEditor editor, SceneView sceneview)
    {
        if (Reticle == null)
        {
            Reticle = editor.LoadReticle <CylinderReticleForEditor>("CylinderReticleForEditor");
        }

        if (Event.current.control || Event.current.type == EventType.MouseDown && Event.current.button == 1)
        {
            startPosition = null;
        }

        var hit = editor.GetIntersectionWithTerrain(true);

        if (hit.HasValue)
        {
            var p = hit.Value.point;
            if (startPosition.HasValue)
            {
                Reticle.SetPositionsAndRadius(startPosition.Value, hit.Value.point, Radius);
            }
            else
            {
                Reticle.SetPositionsAndRadius(hit.Value.point, hit.Value.point + Vector3.right, Radius);
            }

            if (editor.Clicking)
            {
                Event.current.Use();
                if (!startPosition.HasValue)
                {
                    startPosition = p;
                }
                else
                {
                    editor.PerformOperation(CreateOperationFromEditor(startPosition.Value, p, editor), sceneview);
                    startPosition = null;
                }
            }
        }
    }
    protected virtual IOperation CreateOperationFromEditor(Vector3 start, Vector3 end, TerrainToolEditor editor)
    {
        var voxelType = EditorUtils.GetVoxelTypeFromIndex(VoxelTypeIndex, editor.Terrain.VoxelTypeSet);

        return(Cylinder.CreateFromUnityWorld(editor.Terrain, Dig, start, end, Radius, voxelType));
    }
Пример #10
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 public virtual void OnInspector(TerrainToolEditor editor)
 {
     Dig            = EditorGUILayout.ToggleLeft("Dig", Dig);
     Radius         = EditorGUILayout.Slider("Radius:", Radius, 1f, 100f);
     VoxelTypeIndex = EditorUtils.VoxelTypeField("Voxel type:", VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
 }
Пример #11
0
    protected IOperation CreateOperationFromEditor(Vector3 worldPosition, TerrainToolEditor editor)
    {
        var voxelType = EditorUtils.GetVoxelTypeFromIndex(VoxelTypeIndex, editor.Terrain.VoxelTypeSet);

        return(FlattenSphere.CreateFromUnityWorld(editor.Terrain, UpsideDown, worldPosition, Radius, DesiredHeight, voxelType));
    }
Пример #12
0
 protected virtual IOperation CreateOperationFromEditor(Vector3 worldPosition, TerrainToolEditor editor)
 {
     return(Sharpen.CreateFromUnityWorld(editor.Terrain, worldPosition, Radius, Math.Max(1.0, Radius / SamplingAccuracy)));
 }
Пример #13
0
    protected virtual IOperation CreateOperationFromEditor(Vector3 worldPosition, TerrainToolEditor editor)
    {
        var voxelType = EditorUtils.GetVoxelTypeFromIndex(VoxelTypeIndex, editor.Terrain.VoxelTypeSet);

        return(Paint.CreateFromUnityWorld(editor.Terrain, worldPosition, Radius, voxelType));
    }
    protected virtual IOperation CreateOperationFromEditor(Vector3 start, Vector3 end, TerrainToolEditor editor)
    {
        var     voxelType = EditorUtils.GetVoxelTypeFromIndex(VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
        Vector3 vL, vH, vW;

        UMath.ComputeEdgeVectors(start, end, Width, Height, out vL, out vH, out vW);
        return(Parallelepiped.CreateFromUnityWorld(editor.Terrain, Dig, start, vL, vH, vW, voxelType));
    }
    protected virtual IOperation CreateOperationFromEditor(Vector3 worldPosition, TerrainToolEditor editor)
    {
        var voxelType = EditorUtils.GetVoxelTypeFromIndex(VoxelTypeIndex, editor.Terrain.VoxelTypeSet);

        return(AxisAlignedCube.CreateFromUnityWorld(editor.Terrain, Dig, worldPosition, Size, voxelType));
    }
 public virtual void OnInspector(TerrainToolEditor editor)
 {
     Dig            = EditorGUILayout.ToggleLeft("Dig", Dig);
     Size           = editor.SizeField("Size:", Size, true);
     VoxelTypeIndex = EditorUtils.VoxelTypeField("Voxel type:", VoxelTypeIndex, editor.Terrain.VoxelTypeSet);
 }