public static bool IsIntersecting(CoordRect c1, CoordRect c2) { if (c2.Contains(c1.offset.x, c1.offset.z) || c2.Contains(c1.offset.x + c1.size.x, c1.offset.z) || c2.Contains(c1.offset.x, c1.offset.z + c1.size.z) || c2.Contains(c1.offset.x + c1.size.x, c1.offset.z + c1.size.z)) { return(true); } if (c1.Contains(c2.offset.x, c2.offset.z) || c1.Contains(c2.offset.x + c2.size.x, c2.offset.z) || c1.Contains(c2.offset.x, c2.offset.z + c1.size.z) || c1.Contains(c2.offset.x + c2.size.x, c2.offset.z + c2.size.z)) { return(true); } return(false); }
public Matrix TestResize (CoordRect newRect) { Matrix result = new Matrix(newRect); Coord min = result.rect.Min; Coord max = result.rect.Max; for (int x=min.x; x<max.x; x++) for (int z=min.z; z<max.z; z++) { float percentX = 1f*(x-result.rect.offset.x)/result.rect.size.x; float origX = percentX*this.rect.size.x + this.rect.offset.x; float percentZ = 1f*(z-result.rect.offset.z)/result.rect.size.z; float origZ = percentZ*this.rect.size.z + this.rect.offset.z; result[x,z] = this.OutdatedGetInterpolated(origX, origZ); } return result; }
public CoordRect Approximate(int val) { CoordRect approx = new CoordRect(); approx.size.x = (size.x / val + 1) * val; approx.size.z = (size.z / val + 1) * val; approx.offset.x = offset.x - (approx.size.x - size.x) / 2; approx.offset.z = offset.z - (approx.size.z - size.z) / 2; approx.offset.x = (int)(approx.offset.x / val + 0.5f) * val; approx.offset.z = (int)(approx.offset.z / val + 0.5f) * val; return(approx); }
public void FromTextureAlpha (Texture2D texture) { CoordRect textureRect = new CoordRect(0,0, texture.width, texture.height); CoordRect intersection = CoordRect.Intersect(textureRect, rect); Color[] colors = texture.GetPixels(intersection.offset.x, intersection.offset.z, intersection.size.x, intersection.size.z); Coord min = intersection.Min; Coord max = intersection.Max; for (int x=min.x; x<max.x; x++) for (int z=min.z; z<max.z; z++) { int tx = x-min.x; int tz = z-min.z; Color col = colors[tz*(max.x-min.x) + tx]; this[x,z] = (col.r+col.g+col.b+col.a)/4; } }
public Matrix2(int x, int z, T[] array = null) { rect = new CoordRect(0, 0, x, z); count = x * z; if (array != null && array.Length < count) { Debug.LogError("Array length: " + array.Length + " is lower then matrix capacity: " + count); } if (array != null && array.Length >= count) { this.array = array; } else { this.array = new T[count]; } }
public Matrix2(Coord offset, Coord size, T[] array = null) { rect = new CoordRect(offset, size); count = rect.size.x * rect.size.z; if (array != null && array.Length < count) { Debug.Log("Array length: " + array.Length + " is lower then matrix capacity: " + count); } if (array != null && array.Length >= count) { this.array = array; } else { this.array = new T[count]; } }
public void Fill(Matrix2 <T> m, bool removeBorders = false) { CoordRect intersection = CoordRect.Intersect(rect, m.rect); Coord min = intersection.Min; Coord max = intersection.Max; for (int x = min.x; x < max.x; x++) { for (int z = min.z; z < max.z; z++) { this[x, z] = m[x, z]; } } if (removeBorders) { RemoveBorders(intersection); } }
public float[,] ReadHeighmap (TerrainData data, float height=1) { CoordRect intersection = CoordRect.Intersect(rect, new CoordRect(0,0,data.heightmapResolution, data.heightmapResolution)); //get heights float[,] array = data.GetHeights(intersection.offset.x, intersection.offset.z, intersection.size.x, intersection.size.z); //returns x and z swapped //reading 2d array Coord min = intersection.Min; Coord max = intersection.Max; for (int x=min.x; x<max.x; x++) for (int z=min.z; z<max.z; z++) this[x,z] = array[z-min.z, x-min.x] * height; //removing borders RemoveBorders(intersection); return array; }
public Matrix OutdatedResize (CoordRect newRect, float smoothness=1, Matrix result=null) { //calculating ratio int upscaleRatio = newRect.size.x / rect.size.x; int downscaleRatio = rect.size.x / newRect.size.x; //checking if rect could be rescaled if (upscaleRatio > 1 && !newRect.Divisible(upscaleRatio)) Debug.LogError("Matrix rect " + rect + " could not be upscaled to " + newRect + " with factor " + upscaleRatio); if (downscaleRatio > 1 && !rect.Divisible(downscaleRatio)) Debug.LogError("Matrix rect " + rect + " could not be downscaled to " + newRect + " with factor " + downscaleRatio); //scaling if (upscaleRatio > 1) result = OutdatedUpscale(upscaleRatio, result:result); if (downscaleRatio > 1) result = OutdatedDownscale(downscaleRatio, smoothness:smoothness, result:result); //returning clone if all ratios are 1 if (upscaleRatio <= 1 && downscaleRatio <= 1) return Copy(result); else return result; }
public float[,,] ReadSplatmap (TerrainData data, int channel, float[,,] array=null) { CoordRect intersection = CoordRect.Intersect(rect, new CoordRect(0,0,data.alphamapResolution, data.alphamapResolution)); //get heights if (array==null) array = data.GetAlphamaps(intersection.offset.x, intersection.offset.z, intersection.size.x, intersection.size.z); //returns x and z swapped //reading array Coord min = intersection.Min; Coord max = intersection.Max; for (int x=min.x; x<max.x; x++) for (int z=min.z; z<max.z; z++) this[x,z] = array[z-min.z, x-min.x, channel]; //removing borders RemoveBorders(intersection); return array; }
public IEnumerable <Coord> DistanceArea(CoordRect rect) //same as distance are, but clamped by rect { int maxDist = Mathf.Max(x - rect.offset.x, rect.Max.x - x, z - rect.offset.z, rect.Max.z - z) + 1; if (rect.CheckInRange(this)) { yield return(this); } for (int i = 0; i < maxDist; i++) { foreach (Coord c in DistancePerimeter(i)) { if (rect.CheckInRange(c)) { yield return(c); } } } }
public void ClampByRect(CoordRect rect) { if (x < rect.offset.x) { x = rect.offset.x; } if (x >= rect.offset.x + rect.size.x) { x = rect.offset.x + rect.size.x - 1; } if (z < rect.offset.z) { z = rect.offset.z; } if (z >= rect.offset.z + rect.size.z) { z = rect.offset.z + rect.size.z - 1; } }
public Stacker (CoordRect smallRect, CoordRect bigRect) { this.smallRect = smallRect; this.bigRect = bigRect; isDownscaled = false; //do not create additional matrices if rect sizes are the same if (bigRect==smallRect) { upscaled = downscaled = new Matrix(bigRect); } else { downscaled = new Matrix(smallRect); upscaled = new Matrix(bigRect); difference = new Matrix(bigRect); //once arrays created they should not be resized } }
public void ToTexture (Texture2D texture=null, Color[] colors=null, float rangeMin=0, float rangeMax=1, bool resizeTexture=false) { //creating or resizing texture if (texture == null) texture = new Texture2D(rect.size.x, rect.size.z); if (resizeTexture) texture.Resize(rect.size.x, rect.size.z); //finding matrix-texture intersection Coord textureSize = new Coord(texture.width, texture.height); CoordRect textureRect = new CoordRect(new Coord(0,0), textureSize); CoordRect intersection = CoordRect.Intersect(textureRect, rect); //checking ref color array if (colors == null || colors.Length != intersection.size.x*intersection.size.z) colors = new Color[intersection.size.x*intersection.size.z]; //filling texture Coord min = intersection.Min; Coord max = intersection.Max; for (int x=min.x; x<max.x; x++) for (int z=min.z; z<max.z; z++) { float val = this[x,z]; //adjusting value to range val -= rangeMin; val /= rangeMax-rangeMin; //making color gradient float byteVal = val * 256; int flooredByteVal = (int)byteVal; float remainder = byteVal - flooredByteVal; float flooredVal = flooredByteVal/256f; float ceiledVal = (flooredByteVal+1)/256f; //saving to colors int tx = x-min.x; int tz = z-min.z; colors[tz*(max.x-min.x) + tx] = new Color(flooredVal, remainder>0.333f ? ceiledVal : flooredVal, remainder>0.666f ? ceiledVal : flooredVal); } texture.SetPixels(intersection.offset.x, intersection.offset.z, intersection.size.x, intersection.size.z, colors); texture.Apply(); }
public void WriteHeightmap (TerrainData data, float[,] array=null, float brushFallof=0.5f, bool delayLod=false) { CoordRect intersection = CoordRect.Intersect(rect, new CoordRect(0,0,data.heightmapResolution, data.heightmapResolution)); //checking ref array if (array == null || array.Length != intersection.size.x*intersection.size.z) array = new float[intersection.size.z,intersection.size.x]; //x and z swapped //write to 2d array Coord min = intersection.Min; Coord max = intersection.Max; for (int x=min.x; x<max.x; x++) for (int z=min.z; z<max.z; z++) { float fallofFactor = Fallof(x,z,brushFallof); if (Mathf.Approximately(fallofFactor,0)) continue; array[z-min.z, x-min.x] = this[x,z]*fallofFactor + array[z-min.z, x-min.x]*(1-fallofFactor); //array[z-min.z, x-min.x] += this[x,z]; } if (delayLod) data.SetHeightsDelayLOD(intersection.offset.x, intersection.offset.z, array); else data.SetHeights(intersection.offset.x, intersection.offset.z, array); }
/*public void OverBlur (int iterations=20) { Matrix blurred = this.Clone(null); for (int i=1; i<=iterations; i++) { if (i==1 || i==2) blurred.Blur(step:1); else if (i==3) { blurred.Blur(step:1); blurred.Blur(step:1); } else blurred.Blur(step:i-2); //i:4, step:2 for (int p=0; p<count; p++) { float b = blurred.array[p] * i; float a = array[p]; array[p] = a + b + a*b; } } }*/ /*public void LossBlur (System.Func<float,float,float,float> blurFn=null, //prev, curr, next = output float intensity=0.666f, int step=1, Matrix reference=null, bool horizontal=true, bool vertical=true) { Coord min = rect.Min; Coord max = rect.Max; if (reference==null) reference = this; int lastX = max.x-1; int lastZ = max.z-1; if (horizontal) for (int z=min.z; z<=lastZ; z++) { float next = reference[min.x,z]; float curr = next; float prev = next; float blurred = next; float lastBlurred = next; for (int x=min.x+step; x<=lastX; x+=step) { //blurring if (blurFn==null) blurred = (prev+next)/2f; else blurred = blurFn(prev, curr, next); blurred = curr*(1-intensity) + blurred*intensity; //shifting values prev = curr; //this[x,z]; curr = next; //this[x+step,z]; try { next = reference[x+step*2,z]; } //this[x+step*2,z]; catch { next = reference[lastX,z]; } //filling between-steps distance if (step==1) this[x,z] = blurred; else for (int i=0; i<step; i++) { float percent = 1f * i / step; this[x-step+i,z] = blurred*percent + lastBlurred*(1-percent); } lastBlurred = blurred; } } if (vertical) for (int x=min.x; x<=lastX; x++) { float next = reference[x,min.z]; float curr = next; float prev = next; float blurred = next; float lastBlurred = next; for (int z=min.z+step; z<=lastZ; z+=step) { //blurring if (blurFn==null) blurred = (prev+next)/2f; else blurred = blurFn(prev, curr, next); blurred = curr*(1-intensity) + blurred*intensity; //shifting values prev = curr; curr = next; try { next = reference[x,z+step*2]; } catch { next = reference[x,lastZ]; } //filling between-steps distance if (step==1) this[x,z] = blurred; else for (int i=0; i<step; i++) { float percent = 1f * i / step; this[x,z-step+i] = blurred*percent + lastBlurred*(1-percent); } lastBlurred = blurred; } } }*/ #endregion #endregion #region Other /*public float GetOnWorldRect (Vector2 worldPos, Rect worldRect) { float relativeX = (worldPos.x - worldRect.x) / worldRect.width; float relativeZ = (worldPos.y - worldRect.y) / worldRect.height; int posX = Mathf.RoundToInt( relativeX*rect.size.x + rect.offset.x ); int posZ = Mathf.RoundToInt( relativeZ*rect.size.z + rect.offset.z ); posX = Mathf.Clamp(posX,rect.Min.x+1,rect.Max.x-1); posZ = Mathf.Clamp(posZ,rect.Min.z+1,rect.Max.z-1); return this[posX,posZ]; }*/ static public void BlendLayers (Matrix[] matrices, float[] opacity=null) //changes splatmaps in photoshop layered style so their summary value does not exceed 1 { //finding any existing matrix int anyMatrixNum = -1; for (int i=0; i<matrices.Length; i++) if (matrices[i]!=null) { anyMatrixNum = i; break; } if (anyMatrixNum == -1) { Debug.LogError("No matrices were found to blend " + matrices.Length); return; } //finding rect CoordRect rect = matrices[anyMatrixNum].rect; //checking rect size #if WDEBUG for (int i=0; i<matrices.Length; i++) if (matrices[i]!=null && matrices[i].rect!=rect) { Debug.LogError("Matrix rect mismatch " + rect + " " + matrices[i].rect); return; } #endif int rectCount = rect.Count; for (int pos=0; pos<rectCount; pos++) { float sum = 0; for (int i=matrices.Length-1; i>=0; i--) //layer 0 is background, layer Length-1 is the top one { if (matrices[i] == null) continue; float val = matrices[i].array[pos]; if (opacity != null) val *= opacity[i]; float overly = sum + val - 1; if (overly < 0) overly = 0; //faster then calling Math.Clamp if (overly > 1) overly = 1; matrices[i].array[pos] = val - overly; sum += val - overly; } } }
public Matrix () { array = new float[0]; rect = new CoordRect(0,0,0,0); count = 0; } //for serializer
public static CoordRect Intersect(CoordRect c1, CoordRect c2) { c1.Clamp(c2.Min, c2.Max); return(c1); }