/// <summary> /// Creates all folders in the given path if they don't exist. /// </summary> /// <param name="inPath">The path to create folders for</param> public static void CreatePathWithFolders(string inPath) { #if UNITY_EDITOR string pathBuild = ""; string[] folders = inPath.Split(HEU_Platform.DirectorySeparator); foreach(string folder in folders) { if(string.IsNullOrEmpty(folder)) { break; } string nextPath = ""; if (string.IsNullOrEmpty(pathBuild)) { nextPath = folder; } else { nextPath = HEU_Platform.BuildPath(pathBuild, folder); } if (!AssetDatabase.IsValidFolder(nextPath)) { //Debug.LogFormat("{0}: Creating folder: {1}/{2}", HEU_Defines.HEU_NAME, pathBuild, folder); AssetDatabase.CreateFolder(pathBuild, folder); } pathBuild = nextPath; } #else Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); #endif }
public static string GetAssetRootPath(Object asset) { #if UNITY_EDITOR string assetPath = GetAssetPath(asset); if(!string.IsNullOrEmpty(assetPath)) { // We'll strip the path until we're under AssetCache/Baked/assetName or AssetCache/Working/assetName string assetTypePath = GetAssetBakedPath(); if(!assetPath.StartsWith(assetTypePath)) { assetTypePath = GetAssetWorkingPath(); if(!assetPath.StartsWith(assetTypePath)) { return null; } } string removedBakedPath = assetPath.Replace(assetTypePath + HEU_Platform.DirectorySeparator, ""); string[] splits = removedBakedPath.Split(HEU_Platform.DirectorySeparator); if (!string.IsNullOrEmpty(splits[0])) { string rootPath = HEU_Platform.BuildPath(assetTypePath, splits[0]); Debug.AssertFormat(AssetDatabase.IsValidFolder(rootPath), "Calculated root path {0} is invalid for asset at {1}.", rootPath, assetPath); return rootPath; } } return null; #else Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return null; #endif }
/// <summary> /// Create the given object inside the asset cache folder path. /// Depending on type, it might store in a subfolder for organizational purposes. /// </summary> /// <param name="objectToCreate"></param> /// <param name="assetCacheFolderPath"></param> /// <param name="assetFileName"></param> /// <param name="type"></param> public static void CreateObjectInAssetCacheFolder(Object objectToCreate, string assetCacheFolderPath, string assetFileName, System.Type type) { #if UNITY_EDITOR Debug.Assert(!string.IsNullOrEmpty(assetCacheFolderPath), "Must give valid assetCacheFolderPath to create object at"); string subFolderPath = assetCacheFolderPath; if(type == typeof(Mesh)) { subFolderPath = AppendMeshesPathToAssetFolder(assetCacheFolderPath); } else if (type == typeof(Material)) { subFolderPath = AppendMaterialsPathToAssetFolder(assetCacheFolderPath); } else if (type == typeof(TerrainData)) { subFolderPath = AppendTerrainPathToAssetFolder(assetCacheFolderPath); } // Make sure subfolders exist HEU_AssetDatabase.CreatePathWithFolders(subFolderPath); // Add file name subFolderPath = HEU_Platform.BuildPath(subFolderPath, assetFileName); AssetDatabase.CreateAsset(objectToCreate, subFolderPath); // Commented out AssetDatabase.Refresh() below because its slow and seems to be unnecessary. // Leaving it commented in case need to revisit due to problems with asset creation. //RefreshAssetDatabase(); #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); #endif }
/// <summary> /// Loads a copy of the srcAsset at copyPath. Creates a copy if not found. /// </summary> /// <param name="srcAsset">The source asset object</param> /// <param name="copyPath">The full path to the copy</param> /// <param name="type">The type of source asset</param> /// <param name="bOverwriteExisting">Whether to overwrite existing copy if found</param> /// <returns>Returns loaded copy if exists or created, otherwise null</returns> public static Object CopyAndLoadAssetAtAnyPath(Object srcAsset, string copyPath, System.Type type, bool bOverwriteExisting) { #if UNITY_EDITOR string srcAssetPath = GetAssetPath(srcAsset); if (!string.IsNullOrEmpty(srcAssetPath)) { CreatePathWithFolders(copyPath); string fileName = HEU_Platform.GetFileName(srcAssetPath); string fullCopyPath = HEU_Platform.BuildPath(copyPath, fileName); if ((!bOverwriteExisting && HEU_Platform.DoesFileExist(fullCopyPath)) || CopyAsset(srcAssetPath, fullCopyPath)) { // Refresh database as otherwise we won't be able to load it in the next line. SaveAndRefreshDatabase(); return LoadAssetAtPath(fullCopyPath, type); } else { Debug.LogErrorFormat("Failed to copy and load asset from {0} to {1}!", srcAssetPath, fullCopyPath); } } return null; #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return null; #endif }
public static string GetHoudiniPathOnMacOS(string houdiniPath) { #if UNITY_EDITOR_OSX // On macOS, need to find the actual executable, which is within one of .app folders // that Houdini ships with, depending on the installation type. // HoudiniPath should by default be pointing to the HFS (Houdini install) folder. // Or user should have selected one of the .app folders within. // If not set to .app, then set it based on what app is available if (!houdiniPath.EndsWith(".app", System.StringComparison.InvariantCulture)) { string[] appNames = { "FX", "Core", "Indie", "Apprentice", "Indie", "Indie Steam Edition" }; string tryPath; foreach (string name in appNames) { tryPath = HEU_Platform.BuildPath(houdiniPath, string.Format("Houdini {0} {1}.app", name, HEU_HoudiniVersion.HOUDINI_VERSION_STRING)); if (HEU_Platform.DoesPathExist(tryPath)) { houdiniPath = tryPath; break; } } } if (houdiniPath.EndsWith(".app", System.StringComparison.InvariantCulture)) { // Get the executable name inside the .app, but the executable // name is based on the license type, so need to query the // license type and map it to executable name: // Houdini Apprenctice 18.0.100 // Houdini Core 18.0.100 // Houdini FX 18.0.100 // Houdini Indie 18.0.100 // Houdini Indie Steam Edition 18.0.100 //houdiniPath = "/Applications/Houdini/Houdini18.0.100/Houdini Indie 18.0.100.app"; string hexecutable = ""; string pattern = @"(.*)/Houdini (.*) (.*).app$"; Regex reg = new Regex(pattern); Match match = reg.Match(houdiniPath); if (match.Success && match.Groups.Count > 2) { switch (match.Groups[2].Value) { case "Apprentice": hexecutable = "happrentice"; break; case "Core": hexecutable = "houdinicore"; break; case "FX": hexecutable = "houdini"; break; case "Indie": hexecutable = "hindie"; break; case "Indie Steam Edition": hexecutable = "hindie.steam"; break; default: break; } } houdiniPath += "/Contents/MacOS/" + hexecutable; } #endif return houdiniPath; }
public static string GetAssetBakedPathWithAssetName(string assetName) { #if UNITY_EDITOR return HEU_Platform.BuildPath(GetAssetBakedPath(), assetName); #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return null; #endif }
/// <summary> /// Create the given object inside the asset cache folder path, with relative folder path. /// Depending on type, it might store in a subfolder for organizational purposes. /// </summary> /// <param name="objectToCreate">The object to create inside the asset cache</param> /// <param name="assetCacheRoot">The target path in the asset cache</param> /// <param name="relativeFolderPath">If not null or empty, the relative path to append to the assetCacheRoot. /// Otherwise uses type of asset to get subfolder name.</param> /// <param name="assetFileName">The asset's file name</param> /// <param name="type">The type of asset</param> /// <param name="bOverwriteExisting">Whether or not to overwrite if there is an existing file</param> public static void CreateObjectInAssetCacheFolder(Object objectToCreate, string assetCacheRoot, string relativeFolderPath, string assetFileName, System.Type type, bool bOverwriteExisting) { #if UNITY_EDITOR Debug.Assert(!string.IsNullOrEmpty(assetCacheRoot), "Must give valid assetCacheFolderPath to create object at"); string subFolderPath = assetCacheRoot; if (!string.IsNullOrEmpty(relativeFolderPath)) { subFolderPath = HEU_Platform.BuildPath(subFolderPath, relativeFolderPath); } else { if (type == typeof(Mesh)) { subFolderPath = AppendMeshesPathToAssetFolder(assetCacheRoot); } else if (type == typeof(Material)) { subFolderPath = AppendMaterialsPathToAssetFolder(assetCacheRoot); } else if (type == typeof(TerrainData) #if UNITY_2018_3_OR_NEWER || (type == typeof(TerrainLayer)) #else || (type == typeof(SplatPrototype)) #endif ) { subFolderPath = AppendTerrainPathToAssetFolder(assetCacheRoot); } } // Make sure subfolders exist HEU_AssetDatabase.CreatePathWithFolders(subFolderPath); // Add file name string finalAssetPath = HEU_Platform.BuildPath(subFolderPath, assetFileName); if (HEU_Platform.DoesFileExist(finalAssetPath) && !bOverwriteExisting) { finalAssetPath = AssetDatabase.GenerateUniqueAssetPath(finalAssetPath); } AssetDatabase.CreateAsset(objectToCreate, finalAssetPath); // Commented out AssetDatabase.Refresh() below because its slow and seems to be unnecessary. // Leaving it commented in case need to revisit due to problems with asset creation. //RefreshAssetDatabase(); #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); #endif }
public static Texture2D RenderAndExtractImageToTexture(HEU_SessionBase session, HAPI_MaterialInfo materialInfo, HAPI_ParmId textureParmID, string textureName, string assetCacheFolderPath) { //Debug.LogFormat("Rendering texture {0} with name {1} for material {2} at path {3}", textureParmID, textureName, materialInfo.nodeId, assetCacheFolderPath); Texture2D texture = null; // First we get Houdini to render the texture to an image buffer, then query the buffer over HAPI // Next we convert to PNG, and write out to file in our Assets directory // The reason for querying as a buffer is to workaround a bug with ExtractHoudiniImageToTextureFile // Note: intentionly ignoring any errors as sometimes there aren't any textures if (session.RenderTextureToImage(materialInfo.nodeId, textureParmID, false)) { texture = HEU_MaterialFactory.ExtractHoudiniImageToTextureRaw(session, materialInfo, "C A"); if(texture != null) { texture.name = textureName; // Get the Textures folder in the assetCacheFolderPath. Make sure it exists. assetCacheFolderPath = HEU_AssetDatabase.AppendTexturesPathToAssetFolder(assetCacheFolderPath); HEU_AssetDatabase.CreatePathWithFolders(assetCacheFolderPath); // We are defaulting to PNG here if no extension already set. This forces it to use PNG format below. if (!textureName.EndsWith(".png") && !textureName.EndsWith(".jpg")) { textureName = textureName + ".png"; } string textureFileName = HEU_Platform.BuildPath(assetCacheFolderPath, string.Format("{0}", textureName)); byte[] encodedBytes; if(textureName.EndsWith(".jpg")) { encodedBytes = texture.EncodeToJPG(); } else // Use PNG otherwise { encodedBytes = texture.EncodeToPNG(); } HEU_Platform.WriteBytes(textureFileName, encodedBytes); // Re-import for project to recognize the new texture file HEU_AssetDatabase.ImportAsset(textureFileName, HEU_AssetDatabase.HEU_ImportAssetOptions.Default); // Load the new texture file texture = HEU_AssetDatabase.LoadAssetAtPath(textureFileName, typeof(Texture2D)) as Texture2D; } //texture = HEU_MaterialFactory.ExtractHoudiniImageToTextureFile(session, materialInfo, "C A", assetCacheFolderPath); } return texture; }
public void Setup(HEU_HoudiniAsset hdaAsset) { _heu = hdaAsset; _assetGO = _heu.RootGameObject; _assetPath = _heu.AssetPath; _assetName = _heu.AssetName; // Use the HDAs cache folder for generating output files string hdaCachePath = _heu.GetValidAssetCacheFolderPath(); _outputCachePathRoot = HEU_Platform.BuildPath(hdaCachePath, "PDGCache"); Reset(); Refresh(); }
/// <summary> /// Loads a copy of the given asset. Creates the copy if not found. /// </summary> /// <param name="srcAsset">Source asset whose copy will be loaded (and created if no copy exists).</param> /// <param name="newAssetFolderPath">Folder of to look for copy or create in</param> /// <param name="type">Type of asset</param> /// <returns>Loaded copy of the asset</returns> public static Object LoadAssetCopy(Object srcAsset, string newAssetFolderPath, System.Type type, bool bOverwriteExisting) { #if UNITY_EDITOR string srcAssetPath = GetAssetPath(srcAsset); if (!string.IsNullOrEmpty(srcAssetPath) && IsPathInAssetCache(srcAssetPath)) { string subFolderPath = newAssetFolderPath; if(type == typeof(Material)) { subFolderPath = AppendMaterialsPathToAssetFolder(newAssetFolderPath); } else if(type == typeof(Texture)) { subFolderPath = AppendTexturesPathToAssetFolder(newAssetFolderPath); } else if (type == typeof(Mesh)) { subFolderPath = AppendMeshesPathToAssetFolder(newAssetFolderPath); } else if (type == typeof(TerrainData)) { subFolderPath = AppendTerrainPathToAssetFolder(newAssetFolderPath); } CreatePathWithFolders(subFolderPath); string fileName = HEU_Platform.GetFileName(srcAssetPath); string newAssetPath = HEU_Platform.BuildPath(subFolderPath, fileName); if ((!bOverwriteExisting && HEU_Platform.DoesFileExist(newAssetPath)) || CopyAsset(srcAssetPath, newAssetPath)) { // Refresh database as otherwise we won't be able to load it in the next line. SaveAndRefreshDatabase(); return LoadAssetAtPath(newAssetPath, type); } else { Debug.LogErrorFormat("Failed to copy and load asset from {0} to {1}!", srcAssetPath, newAssetPath); } } return null; #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return null; #endif }
private static string GetAssetCachePath() { #if UNITY_EDITOR string rootPath = HEU_Platform.BuildPath("Assets", HEU_PluginSettings.AssetCachePath); if (!AssetDatabase.IsValidFolder(rootPath)) { AssetDatabase.CreateFolder("Assets", HEU_PluginSettings.AssetCachePath); } return rootPath; #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return ""; #endif }
// PUBLIC FUNCTIONS ========================================================================================= public void Setup(HEU_HoudiniAsset hdaAsset) { _heu = hdaAsset; _assetGO = _heu.RootGameObject; _assetPath = _heu.AssetPath; _assetName = _heu.AssetName; _bUseTOPNodeFilter = true; _bUseTOPOutputFilter = true; _topNodeFilter = HEU_Defines.DEFAULT_TOP_NODE_FILTER; _topOutputFilter = HEU_Defines.DEFAULT_TOP_OUTPUT_FILTER; // Use the HDAs cache folder for generating output files string hdaCachePath = _heu.GetValidAssetCacheFolderPath(); _outputCachePathRoot = HEU_Platform.BuildPath(hdaCachePath, "PDGCache"); Reset(); Refresh(); }
public static string GetAssetBakedPath() { #if UNITY_EDITOR string dbRoot = GetAssetCachePath(); string bakedPath = HEU_Platform.BuildPath(dbRoot, HEU_Defines.HEU_BAKED_PATH); if (!AssetDatabase.IsValidFolder(bakedPath)) { AssetDatabase.CreateFolder(dbRoot, HEU_Defines.HEU_BAKED_PATH); } return bakedPath; #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? Debug.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return null; #endif }
/// <summary> /// Create a unique asset cache folder for the given asset path. /// The given asset path should be the HDA's path in the project. /// </summary> /// <param name="suggestedAssetPath">A suggested path to try. Will use default if empty or null./param> /// <returns>Unique asset cache folder for given asset path</returns> public static string CreateAssetCacheFolder(string suggestedAssetPath, int hash = 0) { #if UNITY_EDITOR // We create a unique folder inside our plugin's asset database cache folder. string assetDBPath = GetAssetCachePath(); string assetWorkingPath = HEU_Platform.BuildPath(assetDBPath, HEU_Defines.HEU_WORKING_PATH); if (!AssetDatabase.IsValidFolder(assetWorkingPath)) { AssetDatabase.CreateFolder(assetDBPath, HEU_Defines.HEU_WORKING_PATH); } string fileName = HEU_Platform.GetFileNameWithoutExtension(suggestedAssetPath); if (string.IsNullOrEmpty(fileName)) { fileName = "AssetCache"; HEU_Logger.LogWarningFormat("Unable to get file name from {0}. Using default value: {1}.", suggestedAssetPath, fileName); } if (HEU_PluginSettings.ShortenFolderPaths && fileName.Length >= 3 && hash != 0) { fileName = fileName.Substring(0, 3) + hash; } string fullPath = HEU_Platform.BuildPath(assetWorkingPath, fileName); // Gives us the unique folder path, which we then separate out to create this folder fullPath = AssetDatabase.GenerateUniqueAssetPath(fullPath); CreatePathWithFolders(fullPath); if (!AssetDatabase.IsValidFolder(fullPath)) { HEU_Logger.LogErrorFormat("Unable to create a valid asset cache folder: {0}! Check directory permission or that enough space is available!", fullPath); fullPath = null; } return fullPath; #else // TODO RUNTIME: AssetDatabase is not supported at runtime. Do we need to support this for runtime? HEU_Logger.LogWarning(HEU_Defines.HEU_USERMSG_NONEDITOR_NOT_SUPPORTED); return null; #endif }
public static string AppendPrefabPath(string inAssetCacheFolder, string assetName) { string prefabPath = HEU_Platform.BuildPath(inAssetCacheFolder, assetName); return prefabPath + ".prefab"; }
public static string AppendTerrainPathToAssetFolder(string inAssetCacheFolder) { return HEU_Platform.BuildPath(inAssetCacheFolder, "Terrain"); }
public static string AppendMaterialsPathToAssetFolder(string inAssetCacheFolder) { return HEU_Platform.BuildPath(inAssetCacheFolder, "Materials"); }
/// <summary> /// Open given session in a new Houdini instance. /// </summary> /// <param name="session">Session to open. If null, will use default session.</param> /// <returns>True if successfully loaded session</returns> public static bool OpenSessionInHoudini(HEU_SessionBase session = null) { if (session == null || !session.IsSessionValid()) { session = GetOrCreateDefaultSession(); if (session == null || !session.IsSessionValid()) { session.SetSessionErrorMsg("No valid session found. Unable to open session in Houdini!", true); return false; } } string HIPName = string.Format("hscene_{0}.hip", System.IO.Path.GetRandomFileName().Replace(".", "")); string HIPPath = Application.temporaryCachePath + HEU_Platform.DirectorySeparatorStr + HIPName; if (!session.SaveHIPFile(HIPPath, false)) { session.SetSessionErrorMsg("Unable to save session to .hip file at: " + HIPPath, true); return false; } Debug.Log("Saved session to " + HIPPath); string HoudiniPath = HEU_PluginSettings.HoudiniDebugLaunchPath; #if UNITY_EDITOR_OSX // On macOS, need to find the actual executable, which is within one of .app folders // that Houdini ships with, depending on the installation type. // HoudiniPath should by default be pointing to the HFS (Houdini install) folder. // Or user should have selected one of the .app folders within. // If not set to .app, then set it based on what app is available if (!HoudiniPath.EndsWith(".app", System.StringComparison.InvariantCulture)) { string[] appNames = { "FX", "Core", "Indie", "Apprentice", "Indie", "Indie Steam Edition" }; string tryPath; foreach(string name in appNames) { tryPath = HEU_Platform.BuildPath(HoudiniPath, string.Format("Houdini {0} {1}.app", name, HEU_HoudiniVersion.HOUDINI_VERSION_STRING)); if (HEU_Platform.DoesPathExist(tryPath)) { HoudiniPath = tryPath; break; } } } if (HoudiniPath.EndsWith(".app", System.StringComparison.InvariantCulture)) { // Get the executable name inside the .app, but the executable // name is based on the license type, so need to query the // license type and map it to executable name: // Houdini Apprenctice 18.0.100 // Houdini Core 18.0.100 // Houdini FX 18.0.100 // Houdini Indie 18.0.100 // Houdini Indie Steam Edition 18.0.100 //HoudiniPath = "/Applications/Houdini/Houdini18.0.100/Houdini Indie 18.0.100.app"; string hexecutable = ""; string pattern = @"(.*)/Houdini (.*) (.*).app$"; Regex reg = new Regex(pattern); Match match = reg.Match(HoudiniPath); if (match.Success && match.Groups.Count > 2) { switch(match.Groups[2].Value) { case "Apprentice": hexecutable = "happrentice"; break; case "Core": hexecutable = "houdinicore"; break; case "FX": hexecutable = "houdini"; break; case "Indie": hexecutable = "hindie"; break; case "Indie Steam Edition": hexecutable = "hindie.steam"; break; default: break; } } HoudiniPath += "/Contents/MacOS/" + hexecutable; } #endif var HoudiniProcess = new System.Diagnostics.Process(); HoudiniProcess.StartInfo.FileName = HoudiniPath; HoudiniProcess.StartInfo.Arguments = string.Format("\"{0}\"", HIPPath); if (!HoudiniProcess.Start()) { session.SetSessionErrorMsg("Unable to start Houdini. Check that the Houdini Debug Exectable path is valid in Plugin Settings.", true); HEU_EditorUtility.RevealInFinder(HIPPath); return false; } return true; }
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]); } } }
public void GenerateTerrainWithAlphamaps(HEU_SessionBase session, HEU_HoudiniAsset houdiniAsset, bool bRebuild) { if(_layers == null || _layers.Count == 0) { Debug.LogError("Unable to generate terrain due to lack of heightfield layers!"); return; } HEU_VolumeLayer heightLayer = _layers[0]; HAPI_VolumeInfo heightVolumeInfo = new HAPI_VolumeInfo(); bool bResult = session.GetVolumeInfo(_ownerNode.GeoID, heightLayer._part.PartID, ref heightVolumeInfo); if (!bResult) { Debug.LogErrorFormat("Unable to get volume info for height layer: {0}!", heightLayer._layerName); return; } // Special handling of volume cache presets. It is applied here (if exists) because it might pertain to TerrainData that exists // in the AssetDatabase. If we don't apply here but rather create a new one, the existing file will get overwritten. // Applying the preset here for terrain ensures the TerrainData is reused. // Get the volume preset for this part HEU_VolumeCachePreset volumeCachePreset = houdiniAsset.GetVolumeCachePreset(_ownerNode.ObjectNode.ObjectName, _ownerNode.GeoName, TileIndex); if (volumeCachePreset != null) { ApplyPreset(volumeCachePreset); // Remove it so that it doesn't get applied when doing the recook step houdiniAsset.RemoveVolumeCachePreset(volumeCachePreset); } // The TerrainData and TerrainLayer files needs to be saved out if we create them. This creates the relative folder // path from the Asset's cache folder: {assetCache}/{geo name}/Terrain/Tile{tileIndex}/... string relativeFolderPath = HEU_Platform.BuildPath(_ownerNode.GeoName, HEU_Defines.HEU_FOLDER_TERRAIN, HEU_Defines.HEU_FOLDER_TILE + TileIndex); if (bRebuild) { // For full rebuild, re-create the TerrainData instead of using previous _terrainData = null; } //Debug.Log("Generating Terrain with AlphaMaps: " + (_terrainData != null ? _terrainData.name : "NONE")); TerrainData terrainData = _terrainData; Vector3 terrainOffsetPosition = Vector3.zero; // Look up TerrainData file via attribute if user has set it string terrainDataFile = HEU_GeneralUtility.GetAttributeStringValueSingle(session, _ownerNode.GeoID, heightLayer._part.PartID, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINDATA_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM); if (!string.IsNullOrEmpty(terrainDataFile)) { TerrainData loadedTerrainData = HEU_AssetDatabase.LoadAssetAtPath(terrainDataFile, typeof(TerrainData)) as TerrainData; if (loadedTerrainData == null) { Debug.LogWarningFormat("TerrainData, set via attribute, not found at: {0}", terrainDataFile); } else { // In the case that the specified TerrainData belongs to another Terrain (i.e. input Terrain), // make a copy of it and store it in our cache. Note that this overwrites existing TerrainData in our cache // because the workflow is such that attributes will always override local setting. string bakedTerrainPath = houdiniAsset.GetValidAssetCacheFolderPath(); bakedTerrainPath = HEU_Platform.BuildPath(bakedTerrainPath, relativeFolderPath); terrainData = HEU_AssetDatabase.CopyAndLoadAssetAtAnyPath(loadedTerrainData, bakedTerrainPath, typeof(TerrainData), true) as TerrainData; if (terrainData == null) { Debug.LogErrorFormat("Unable to copy TerrainData from {0} for generating Terrain.", terrainDataFile); } } } // Generate the terrain and terrain data from the height layer. This applies height values. bResult = HEU_TerrainUtility.GenerateTerrainFromVolume(session, ref heightVolumeInfo, heightLayer._part.ParentGeoNode.GeoID, heightLayer._part.PartID, heightLayer._part.OutputGameObject, ref terrainData, out terrainOffsetPosition); if (!bResult || terrainData == null) { return; } if (_terrainData != terrainData) { _terrainData = terrainData; heightLayer._part.SetTerrainData(terrainData, relativeFolderPath); } heightLayer._part.SetTerrainOffsetPosition(terrainOffsetPosition); int terrainSize = terrainData.heightmapResolution; // Now process TerrainLayers and alpha maps // First, preprocess all layers to get heightfield arrays, converted to proper size List<float[]> heightFields = new List<float[]>(); // Corresponding list of HF volume layers to process as splatmaps List<HEU_VolumeLayer> volumeLayersToProcess = new List<HEU_VolumeLayer>(); int numLayers = _layers.Count; float minHeight = 0; float maxHeight = 0; float heightRange = 0; // This skips the height layer, and processes all other layers. // Note that mask shouldn't be part of _layers at this point. for(int i = 1; i < numLayers; ++i) { float[] normalizedHF = HEU_TerrainUtility.GetNormalizedHeightmapFromPartWithMinMax(session, _ownerNode.GeoID, _layers[i]._part.PartID, _layers[i]._xLength, _layers[i]._yLength, ref minHeight, ref maxHeight, ref heightRange); if (normalizedHF != null && normalizedHF.Length > 0) { heightFields.Add(normalizedHF); volumeLayersToProcess.Add(_layers[i]); } } int numVolumeLayers = volumeLayersToProcess.Count; HAPI_NodeId geoID; HAPI_PartId partID; Texture2D defaultTexture = LoadDefaultSplatTexture(); #if UNITY_2018_3_OR_NEWER // Create or update the terrain layers based on heightfield layers. // 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); // This holds the alpha map indices for each layer that will be added to the TerrainData. // The alpha maps could be a mix of existing and new values, so need to know which to use // Initially set to use existing alpha maps, then override later on if specified via HF layers List<int> alphaMapIndices = new List<int>(); for (int a = 0; a < existingTerrainLayers.Length; ++a) { // Negative indices for existing alpha map (offset by -1) alphaMapIndices.Add(-a - 1); } bool bNewTerrainLayer = false; HEU_VolumeLayer layer = null; TerrainLayer terrainLayer = null; bool bSetTerrainLayerProperties = true; for (int m = 0; m < numVolumeLayers; ++m) { bNewTerrainLayer = false; bSetTerrainLayerProperties = true; layer = volumeLayersToProcess[m]; geoID = _ownerNode.GeoID; partID = layer._part.PartID; terrainLayer = null; int terrainLayerIndex = -1; // The TerrainLayer attribute overrides existing TerrainLayer. So if its set, load and use it. string terrainLayerFile = HEU_GeneralUtility.GetAttributeStringValueSingle(session, geoID, partID, HEU_Defines.DEFAULT_UNITY_HEIGHTFIELD_TERRAINLAYER_FILE_ATTR, HAPI_AttributeOwner.HAPI_ATTROWNER_PRIM); if (!string.IsNullOrEmpty(terrainLayerFile)) { terrainLayer = HEU_AssetDatabase.LoadAssetAtPath(terrainLayerFile, typeof(TerrainLayer)) as TerrainLayer; if (terrainLayer == null) { Debug.LogWarningFormat("TerrainLayer, set via attribute, not found at: {0}", terrainLayerFile); // Not earlying out or skipping this layer due to error because we want to keep proper indexing // by creating a new TerrainLayer. } else { // TerrainLayer loaded from attribute. // It could be an existing TerrainLayer that is already part of finalTerrainLayers // or could be a new one which needs to be added. // If its a different TerrainLayer than existing, update the finalTerrainLayers, and index. if (layer._terrainLayer != null && layer._terrainLayer != terrainLayer) { terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(layer._terrainLayer, existingTerrainLayers); if (terrainLayerIndex >= 0) { finalTerrainLayers[terrainLayerIndex] = terrainLayer; } } if (terrainLayerIndex == -1) { // Always check if its part of existing list so as not to add it again terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(terrainLayer, existingTerrainLayers); } } } // No terrain layer specified, so try using existing if we have it if (terrainLayer == null) { terrainLayerIndex = HEU_TerrainUtility.GetTerrainLayerIndex(layer._terrainLayer, existingTerrainLayers); if (terrainLayerIndex >= 0) { // Note the terrainLayerIndex is same for finalTerrainLayers as existingTerrainLayers terrainLayer = existingTerrainLayers[terrainLayerIndex]; } } // Still not found, so just create a new one if (terrainLayer == null) { terrainLayer = new TerrainLayer(); terrainLayer.name = layer._layerName; //Debug.LogFormat("Created new TerrainLayer with name: {0} ", terrainLayer.name); bNewTerrainLayer = true; } if (terrainLayerIndex == -1) { // Adding to the finalTerrainLayers if this is indeed a newly created or loaded TerrainLayer // (i.e. isn't already part of the TerrainLayers for this Terrain). // Save this layer's index for later on if we make a copy. terrainLayerIndex = finalTerrainLayers.Count; finalTerrainLayers.Add(terrainLayer); // Positive index for alpha map from heightfield (starting at 1) alphaMapIndices.Add(m + 1); } else { // Positive index for alpha map from heightfield (starting at 1) alphaMapIndices[terrainLayerIndex] = m + 1; } // 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 (!bNewTerrainLayer && layer._hasLayerAttributes) { string bakedTerrainPath = houdiniAsset.GetValidAssetCacheFolderPath(); bakedTerrainPath = HEU_Platform.BuildPath(bakedTerrainPath, relativeFolderPath); TerrainLayer prevTerrainLayer = terrainLayer; terrainLayer = HEU_AssetDatabase.CopyAndLoadAssetAtAnyPath(terrainLayer, bakedTerrainPath, typeof(TerrainLayer), true) as TerrainLayer; if (terrainLayer != null) { // Update the TerrainLayer reference in the list with this copy finalTerrainLayers[terrainLayerIndex] = 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. } } // Now override layer properties if they have been set via attributes if (bSetTerrainLayerProperties) { LoadLayerPropertiesFromAttributes(session, geoID, partID, terrainLayer, bNewTerrainLayer, defaultTexture); } if (bNewTerrainLayer) { // In order to retain the new TerrainLayer, it must be saved to the AssetDatabase. Object savedObject = null; string layerFileNameWithExt = terrainLayer.name; if (!layerFileNameWithExt.EndsWith(HEU_Defines.HEU_EXT_TERRAINLAYER)) { layerFileNameWithExt += HEU_Defines.HEU_EXT_TERRAINLAYER; } houdiniAsset.AddToAssetDBCache(layerFileNameWithExt, terrainLayer, relativeFolderPath, ref savedObject); } // Store reference layer._terrainLayer = terrainLayer; } // Get existing alpha maps so we can reuse the values if needed float[,,] existingAlphaMaps = terrainData.GetAlphamaps(0, 0, terrainData.alphamapWidth, terrainData.alphamapHeight); terrainData.terrainLayers = finalTerrainLayers.ToArray(); int numTotalAlphaMaps = finalTerrainLayers.Count; #else // Create or update the SplatPrototype based on heightfield layers. // Need to create or reuse SplatPrototype for each layer in heightfield, representing the textures. SplatPrototype[] existingSplats = terrainData.splatPrototypes; // A full rebuild clears out existing splats, but a regular cook keeps them. List<SplatPrototype> finalSplats = new List<SplatPrototype>(existingSplats); // This holds the alpha map indices for each layer that will be added to the TerrainData // The alpha maps could be a mix of existing and new values, so need to know which to use List<int> alphaMapIndices = new List<int>(); // Initially set to use existing alpha maps, then override later on if specified via HF layers. for (int a = 0; a < existingSplats.Length; ++a) { // Negative indices for existing alpha map (offset by -1) alphaMapIndices.Add(-a - 1); } bool bNewSplat = false; HEU_VolumeLayer layer = null; SplatPrototype splatPrototype = null; for (int m = 0; m < numVolumeLayers; ++m) { bNewSplat = false; layer = volumeLayersToProcess[m]; geoID = _ownerNode.GeoID; partID = layer._part.PartID; // Try to find existing SplatPrototype for reuse. But not for full rebuild. splatPrototype = null; if (layer._splatPrototypeIndex >= 0 && layer._splatPrototypeIndex < existingSplats.Length) { splatPrototype = existingSplats[layer._splatPrototypeIndex]; // Positive index for alpha map from heightfield (starting at 1) alphaMapIndices[layer._splatPrototypeIndex] = m + 1; } if (splatPrototype == null) { splatPrototype = new SplatPrototype(); layer._splatPrototypeIndex = finalSplats.Count; finalSplats.Add(splatPrototype); // Positive index for alpha map from heightfield (starting at 1) alphaMapIndices.Add(m + 1); } // Now override splat properties if they have been set via attributes LoadLayerPropertiesFromAttributes(session, geoID, partID, splatPrototype, bNewSplat, defaultTexture); } // On regular cook, get existing alpha maps so we can reuse the values if needed. float[,,] existingAlphaMaps = terrainData.GetAlphamaps(0, 0, terrainData.alphamapWidth, terrainData.alphamapHeight); terrainData.splatPrototypes = finalSplats.ToArray(); int numTotalAlphaMaps = finalSplats.Count; #endif // Set alpha maps by combining with existing alpha maps, and appending new heightfields float[,,] alphamap = null; if (numTotalAlphaMaps > 0 && volumeLayersToProcess.Count > 0) { // Convert the heightfields into alpha maps with layer strengths float[] strengths = new float[volumeLayersToProcess.Count]; for (int m = 0; m < volumeLayersToProcess.Count; ++m) { strengths[m] = volumeLayersToProcess[m]._strength; } alphamap = HEU_TerrainUtility.AppendConvertedHeightFieldToAlphaMap( volumeLayersToProcess[0]._xLength, volumeLayersToProcess[0]._yLength, existingAlphaMaps, heightFields, strengths, alphaMapIndices); // Update the alphamap resolution to the actual size of the first // heightfield layer used for the alphamaps. // Setting the size before setting the alphamas applies proper scaling. int alphamapResolution = volumeLayersToProcess[0]._xLength; terrainData.alphamapResolution = alphamapResolution; terrainData.SetAlphamaps(0, 0, alphamap); } // Tree instances for scattering HEU_TerrainUtility.ApplyScatter(terrainData, _scatterTrees); // If the layers were writen out, this saves the asset DB. Otherwise user has to save it themselves. // Not 100% sure this is needed, but without this the editor doesn't know the terrain asset has been updated // and therefore doesn't import and show the terrain layer. HEU_AssetDatabase.SaveAssetDatabase(); }
public static string AppendMeshesPathToAssetFolder(string inAssetCacheFolder) { return HEU_Platform.BuildPath(inAssetCacheFolder, HEU_Defines.HEU_FOLDER_MESHES); }
public static string AppendTexturesPathToAssetFolder(string inAssetCacheFolder) { return HEU_Platform.BuildPath(inAssetCacheFolder, HEU_Defines.HEU_FOLDER_TEXTURES); }
public static string AppendMaterialsPathToAssetFolder(string inAssetCacheFolder) { return HEU_Platform.BuildPath(inAssetCacheFolder, HEU_Defines.HEU_FOLDER_MATERIALS); }
public static string AppendTerrainPathToAssetFolder(string inAssetCacheFolder) { return HEU_Platform.BuildPath(inAssetCacheFolder, HEU_Defines.HEU_FOLDER_TERRAIN); }