/// <summary> /// Get the total number of unique stencil layers of a given resolution within a list of LBTerrainTextures. /// NOTE: Assumes that stencil, stencilLayer and stencilLayerResolution has already been cached in the LBTextureFilter. /// </summary> /// <param name="terrainTextureList"></param> /// <param name="resolution"></param> /// <returns></returns> public static int GetNumStencilLayersByResolution(List <LBTerrainTexture> terrainTextureList, int resolution) { int numUniqueLayers = 0; LBTerrainTexture lbTerrainTexture = null; LBTextureFilter lbTextureFilter = null; int numLBTextures = (terrainTextureList == null ? 0 : terrainTextureList.Count); if (numLBTextures > 0) { // Create with some initial capacity List <string> stencilLayerGUIDList = new List <string>(10); for (int ttIdx = 0; ttIdx < numLBTextures; ttIdx++) { lbTerrainTexture = terrainTextureList[ttIdx]; // Get number of LBTerrainFilters for this LBTerrainTexture int numFilters = lbTerrainTexture.filterList == null ? 0 : lbTerrainTexture.filterList.Count; for (int fIdx = 0; fIdx < numFilters; fIdx++) { lbTextureFilter = lbTerrainTexture.filterList[fIdx]; if (lbTextureFilter != null && lbTextureFilter.filterType == LBTextureFilter.FilterType.StencilLayer && !string.IsNullOrEmpty(lbTextureFilter.lbStencilGUID) && !string.IsNullOrEmpty(lbTextureFilter.lbStencilLayerGUID) && lbTextureFilter.stencilLayerResolution == resolution) { // If it doesn't already exist, add it to the list of unique Stencil Layer GUIDs if (!stencilLayerGUIDList.Exists(guid => guid == lbTextureFilter.lbStencilLayerGUID)) { numUniqueLayers++; stencilLayerGUIDList.Add(lbTextureFilter.lbStencilLayerGUID); //Debug.Log("[DEBUG] GetNumStencilLayersByResolution - Adding " + lbTextureFilter.lbStencilLayerGUID + " resolution: " + resolution); } } } } } return(numUniqueLayers); }
/// <summary> /// Create an LBTextureFilter for Stencil Layer using the LBStencil instance GUID and the GUID of the stencil layer /// </summary> /// <param name="lbStencilGUID"></param> /// <param name="lbStencilLayerGUID"></param> /// <param name="showErrors"></param> /// <returns></returns> public static LBTextureFilter CreateFilter(string lbStencilGUID, string lbStencilLayerGUID, bool showErrors) { LBTextureFilter lbFilter = null; if (string.IsNullOrEmpty(lbStencilGUID)) { if (showErrors) { Debug.LogWarning("LBTextureFilter.CreateFilter - lbStencilGUID is an empty string"); } } else if (string.IsNullOrEmpty(lbStencilLayerGUID)) { if (showErrors) { Debug.LogWarning("LBTextureFilter.CreateFilter - lbStencilLayerGUID is an empty string"); } } else { lbFilter = new LBTextureFilter(FilterType.StencilLayer, FilterMode.AND); if (lbFilter == null) { if (showErrors) { Debug.LogWarning("LBTextureFilter.CreateFilter - could not create LBTextureFilter"); } } else { lbFilter.lbStencilGUID = lbStencilGUID; lbFilter.lbStencilLayerGUID = lbStencilLayerGUID; } } return(lbFilter); }
/// <summary> /// Script out the Texture for use in a runtime script. /// TextureIdx is the zero-based position in the terrainTexturesList /// </summary> /// <param name="TextureIdx"></param> /// <param name="EndOfLineMarker"></param> /// <returns></returns> public string ScriptTexture(int TextureIdx, string EndOfLineMarker = "\n") { // Create a new instance of StringBuilder and give it an estimated capacity System.Text.StringBuilder sb = new System.Text.StringBuilder(1000); string eol = " "; // We always need a space between lines OR a end of line marker like "\n" if (EndOfLineMarker.Length > 0) { eol = EndOfLineMarker; } string texInst = "lbTerrainTexture" + (TextureIdx + 1); string texInstAbrev = "Tex" + (TextureIdx + 1); sb.Append("// Texture Code generated from Landscape Builder 2 at " + System.DateTime.Now.ToShortTimeString() + " on " + System.DateTime.Now.ToLongDateString() + eol + eol); sb.Append("// BEGIN Public variables to populate in the editor - Uncomment and add these to top of class " + eol); sb.Append("//[Header(\"Texture" + (TextureIdx + 1) + "\")] " + eol); sb.Append("//public Texture2D texture" + texInstAbrev + "; " + eol); sb.Append("//public Texture2D normalMap" + texInstAbrev + "; " + eol); sb.Append("//public Texture2D heightMap" + texInstAbrev + "; " + eol); sb.Append("//public Texture2D map" + texInstAbrev + "; " + eol); sb.Append("// END Public variables" + eol + eol); sb.Append("#region LBTerrainTexture" + (TextureIdx + 1) + eol); sb.Append(LBCurve.ScriptCurve(mapToleranceBlendCurve, "\n", "mapToleranceBlendCurve" + texInstAbrev)); sb.Append("LBTerrainTexture " + texInst + " = new LBTerrainTexture(); " + eol); sb.Append("if (" + texInst + " != null)" + eol); sb.Append("{" + eol); sb.Append("\t" + texInst + ".texture = texture" + texInstAbrev + "; " + eol); sb.Append("\t" + texInst + ".normalMap = normalMap" + texInstAbrev + "; " + eol); sb.Append("\t" + texInst + ".heightMap = heightMap" + texInstAbrev + "; " + eol); sb.Append("\t" + texInst + ".textureName = " + (string.IsNullOrEmpty(textureName) ? "\"\"" : "\"" + textureName + "\"") + "; " + eol); sb.Append("\t" + texInst + ".normalMapName = " + (string.IsNullOrEmpty(normalMapName) ? "\"\"" : "\"" + normalMapName + "\"") + "; " + eol); sb.Append("\t" + texInst + ".tileSize = new Vector2(" + tileSize.x + ", " + tileSize.y + "); " + eol); sb.Append("\t" + texInst + ".smoothness = " + smoothness + "f; " + eol); sb.Append("\t" + texInst + ".metallic = " + metallic + "f; " + eol); sb.Append("\t" + texInst + ".minHeight = " + minHeight + "f; " + eol); sb.Append("\t" + texInst + ".maxHeight = " + maxHeight + "f; " + eol); sb.Append("\t" + texInst + ".minInclination = " + minInclination + "f; " + eol); sb.Append("\t" + texInst + ".maxInclination = " + maxInclination + "f; " + eol); sb.Append("\t" + texInst + ".strength = " + strength + "f; " + eol); sb.Append("\t" + texInst + ".texturingMode = LBTerrainTexture.TexturingMode." + texturingMode + "; " + eol); sb.Append("\t" + texInst + ".isCurvatureConcave = " + isCurvatureConcave.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".curvatureDistance = " + curvatureDistance + "f; " + eol); sb.Append("\t" + texInst + ".curvatureMinHeightDiff = " + curvatureMinHeightDiff + "f; " + eol); sb.Append("\t" + texInst + ".map = map" + texInstAbrev + "; " + eol); sb.Append("\t" + texInst + ".mapColour = new Color(" + mapColour.r + "f," + mapColour.g + "f," + mapColour.b + "f," + mapColour.a + "f); " + eol); sb.Append("\t" + texInst + ".isDisabled = " + isDisabled.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".mapTolerance = " + mapTolerance + "; " + eol); sb.Append("\t" + texInst + ".useNoise = " + useNoise.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".noiseTileSize = " + noiseTileSize + "f; " + eol); sb.Append("\t" + texInst + ".isMinimalBlendingEnabled = " + isMinimalBlendingEnabled.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".mapInverse = " + mapInverse.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".useAdvancedMapTolerance = " + useAdvancedMapTolerance.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".mapToleranceRed = " + mapToleranceRed + "; " + eol); sb.Append("\t" + texInst + ".mapToleranceGreen = " + mapToleranceGreen + "; " + eol); sb.Append("\t" + texInst + ".mapToleranceBlue = " + mapToleranceBlue + "; " + eol); sb.Append("\t" + texInst + ".mapToleranceAlpha = " + mapToleranceAlpha + "; " + eol); sb.Append("\t" + texInst + ".mapWeightRed = " + mapWeightRed + "f; " + eol); sb.Append("\t" + texInst + ".mapWeightGreen = " + mapWeightGreen + "f; " + eol); sb.Append("\t" + texInst + ".mapWeightBlue = " + mapWeightBlue + "f; " + eol); sb.Append("\t" + texInst + ".mapWeightAlpha = " + mapWeightAlpha + "f; " + eol); sb.Append("\t" + texInst + ".mapToleranceBlendCurvePreset = LBCurve.BlendCurvePreset." + mapToleranceBlendCurvePreset + "; " + eol); sb.Append("\t" + texInst + ".mapToleranceBlendCurve = mapToleranceBlendCurve" + texInstAbrev + "; " + eol); sb.Append("\t" + texInst + ".mapIsPath = " + mapIsPath.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".isTinted = " + isTinted.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".tintColour = new Color(" + tintColour.r + "f," + tintColour.g + "f," + tintColour.b + "f," + tintColour.a + "f); " + eol); sb.Append("\t" + texInst + ".tintStrength = " + tintStrength + "f; " + eol); if (isTinted) { sb.Append("\t" + texInst + ".tintedTexture = LBTextureOperations.TintTexture(texture" + texInstAbrev + ", new Color(" + tintColour.r + "f," + tintColour.g + "f," + tintColour.b + "f," + tintColour.a + "f)," + tintStrength + "f); " + eol); } else { sb.Append("\t" + texInst + ".tintedTexture = null; " + eol); } sb.Append("\t" + texInst + ".isRotated = " + isRotated.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".rotationAngle = " + rotationAngle + "f; " + eol); sb.Append("\t" + texInst + ".rotatedTexture = null; " + eol); sb.Append("\t" + texInst + ".showTexture = " + showTexture.ToString().ToLower() + "; " + eol); sb.Append("\t" + texInst + ".noiseOffset = " + noiseOffset + "f; " + eol); sb.Append("\t" + texInst + ".GUID = " + (string.IsNullOrEmpty(GUID) ? "\"\"" : "\"" + GUID + "\"") + "; " + eol); sb.Append("\t" + texInst + ".blendCurveMode = LBTerrainTexture.BlendCurveMode." + blendCurveMode + "; " + eol); sb.Append("\t" + texInst + ".filterList = new List<LBTextureFilter>(); " + eol); if (filterList != null) { // Create a unique variable if (filterList.Exists(f => f.filterType == LBTextureFilter.FilterType.StencilLayer)) { sb.Append("\tLBTextureFilter lbFilter" + texInstAbrev + " = null; " + eol); } for (int tf = 0; tf < filterList.Count; tf++) { LBTextureFilter lbFilterTexture = filterList[tf]; if (lbFilterTexture != null) { if (lbFilterTexture.filterType == LBTextureFilter.FilterType.StencilLayer) { sb.Append("\tlbFilter" + texInstAbrev + " = LBTextureFilter.CreateFilter(\"" + lbFilterTexture.lbStencilGUID + "\", \"" + lbFilterTexture.lbStencilLayerGUID + "\", false); " + eol); sb.Append("\tif (lbFilter" + texInstAbrev + " != null) " + eol); sb.Append("\t{ " + eol); sb.Append("\t\tlbFilter" + texInstAbrev + ".filterMode = LBTextureFilter.FilterMode." + lbFilterTexture.filterMode + ";" + eol); sb.Append("\t\t" + texInst + ".filterList.Add(lbFilter" + texInstAbrev + "); " + eol); sb.Append("\t} " + eol); sb.Append(eol); } else { sb.Append("\t// Currently we do not output Area filters for runtime Texturing. Contact support or post in our Unity forum if you need this feature." + eol); } } } } sb.Append("\t" + texInst + ".lbTerrainDataList = null; " + eol); sb.Append("\t// NOTE Add the new Texture to the landscape meta-data"); sb.Append(eol); sb.Append("\tlandscape.terrainTexturesList.Add(" + texInst + ");"); sb.Append(eol); sb.Append("}" + eol); sb.Append("#endregion" + eol); sb.Append("// END OF CODE SEGMENT" + eol); return(sb.ToString()); }