#if GRIFFIN using System.Collections.Generic; using UnityEngine; using Type = System.Type; namespace Pinwheel.Griffin.PaintTool { public class GObjectSpawner : IGObjectPainter { public string Instruction { get { return string.Format( "Spawn game object into the scene.\n" + " - Hold Left Mouse to spawn.\n" + " - Hold Ctrl & Left Mouse to erase."); } } public List SuitableFilterTypes { get { List types = new List(new Type[] { typeof(GAlignToSurfaceFilter), typeof(GHeightConstraintFilter), typeof(GSlopeConstraintFilter), typeof(GRotationRandomizeFilter), typeof(GScaleRandomizeFilter), typeof(GScaleClampFilter) }); GPaintToolUtilities.AddCustomSpawnFilter(types); return types; } } public void Paint(Pinwheel.Griffin.GStylizedTerrain terrain, GObjectPainterArgs args) { if (args.MouseEventType == GPainterMouseEventType.Up) return; Vector2[] uvCorners = new Vector2[args.WorldPointCorners.Length]; for (int i = 0; i < uvCorners.Length; ++i) { uvCorners[i] = terrain.WorldPointToUV(args.WorldPointCorners[i]); } Rect dirtyRect = GUtilities.GetRectContainsPoints(uvCorners); if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1))) return; if (args.ActionType == GPainterActionType.Normal) { HandleSpawnObject(terrain, args); } else if (args.ActionType == GPainterActionType.Negative) { HandleEraseObject(terrain, args); } } private void HandleSpawnObject(GStylizedTerrain terrain, GObjectPainterArgs args) { int prototypeIndex = -1; Vector3 randomPos = Vector3.zero; Vector3 rayOrigin = Vector3.zero; Vector3 rayDirection = Vector3.down; float sqrtTwo = Mathf.Sqrt(2); Ray ray = new Ray(); RaycastHit samplePoint; Vector3 bary0 = Vector3.zero; Vector3 bary1 = Vector3.zero; Vector2 maskUv = Vector2.zero; Vector2 samplePointTexcoord = Vector2.zero; Color maskColor = Color.white; Texture2D clonedMask = null; Texture2D terrainMask = null; if (args.Mask != null) { clonedMask = GCommon.CloneAndResizeTexture(args.Mask, 256, 256); } if (args.EnableTerrainMask) { terrainMask = terrain.TerrainData.Mask.MaskMapOrDefault; } for (int i = 0; i < args.Density; ++i) { prototypeIndex = args.PrototypeIndices[Random.Range(0, args.PrototypeIndices.Count)]; if (prototypeIndex < 0 || prototypeIndex >= args.Prototypes.Count) continue; GameObject g = args.Prototypes[prototypeIndex]; if (g == null) continue; randomPos = args.HitPoint + Random.insideUnitSphere * args.Radius * sqrtTwo; rayOrigin.Set( randomPos.x, 10000, randomPos.z); ray.origin = rayOrigin; ray.direction = rayDirection; if (terrain.Raycast(ray, out samplePoint, float.MaxValue)) { GUtilities.CalculateBarycentricCoord( new Vector2(samplePoint.point.x, samplePoint.point.z), new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z), new Vector2(args.WorldPointCorners[1].x, args.WorldPointCorners[1].z), new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z), ref bary0); GUtilities.CalculateBarycentricCoord( new Vector2(samplePoint.point.x, samplePoint.point.z), new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z), new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z), new Vector2(args.WorldPointCorners[3].x, args.WorldPointCorners[3].z), ref bary1); if (bary0.x >= 0 && bary0.y >= 0 && bary0.z >= 0) { maskUv = bary0.x * Vector2.zero + bary0.y * Vector2.up + bary0.z * Vector2.one; } else if (bary1.x >= 0 && bary1.y >= 0 && bary1.z >= 0) { maskUv = bary1.x * Vector2.zero + bary1.y * Vector2.one + bary1.z * Vector2.right; } else { continue; } //sample mask if (clonedMask != null) { maskColor = clonedMask.GetPixelBilinear(maskUv.x, maskUv.y); if (Random.value > maskColor.grayscale) continue; } //sample terrain mask if (args.EnableTerrainMask) { samplePointTexcoord = samplePoint.textureCoord; maskColor = terrainMask.GetPixelBilinear(samplePointTexcoord.x, samplePointTexcoord.y); if (Random.value < maskColor.r) continue; } //apply filter GSpawnFilterArgs filterArgs = GSpawnFilterArgs.Create(); filterArgs.Terrain = terrain; filterArgs.Position = samplePoint.point; filterArgs.SurfaceNormal = samplePoint.normal; filterArgs.SurfaceTexcoord = samplePoint.textureCoord; List suitableFilter = SuitableFilterTypes; if (args.Filters != null) { for (int fIndex = 0; fIndex < args.Filters.Length; ++fIndex) { if (args.Filters[fIndex] != null && args.Filters[fIndex].Ignore != true) { if (suitableFilter.Contains(args.Filters[fIndex].GetType())) args.Filters[fIndex].Apply(ref filterArgs); } if (filterArgs.ShouldExclude) break; } } //spawn if (filterArgs.ShouldExclude) continue; //spawn here GameObject instance = GSpawner.Spawn(terrain, g, samplePoint.point); instance.transform.position = filterArgs.Position; instance.transform.rotation = filterArgs.Rotation; instance.transform.localScale = filterArgs.Scale; } } if (clonedMask != null) Object.DestroyImmediate(clonedMask); } private void HandleEraseObject(GStylizedTerrain terrain, GObjectPainterArgs args) { int prototypeIndex = -1; Vector2 terrainUv = Vector3.zero; Vector3 worldPos = Vector3.zero; Vector3 bary0 = Vector3.zero; Vector3 bary1 = Vector3.zero; Vector2 maskUv = Vector2.zero; Color maskColor = Color.white; Texture2D clonedMask = null; Texture2D terrainMask = null; if (args.Mask != null) { clonedMask = GCommon.CloneAndResizeTexture(args.Mask, 256, 256); } if (args.EnableTerrainMask) { terrainMask = terrain.TerrainData.Mask.MaskMapOrDefault; } for (int i = 0; i < args.PrototypeIndices.Count; ++i) { prototypeIndex = args.PrototypeIndices[i]; if (prototypeIndex < 0 || prototypeIndex >= args.Prototypes.Count) continue; GameObject g = args.Prototypes[prototypeIndex]; if (g == null) continue; GSpawner.DestroyIf(terrain, g, (instance => { worldPos = instance.transform.position; GUtilities.CalculateBarycentricCoord( new Vector2(worldPos.x, worldPos.z), new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z), new Vector2(args.WorldPointCorners[1].x, args.WorldPointCorners[1].z), new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z), ref bary0); GUtilities.CalculateBarycentricCoord( new Vector2(worldPos.x, worldPos.z), new Vector2(args.WorldPointCorners[0].x, args.WorldPointCorners[0].z), new Vector2(args.WorldPointCorners[2].x, args.WorldPointCorners[2].z), new Vector2(args.WorldPointCorners[3].x, args.WorldPointCorners[3].z), ref bary1); if (bary0.x >= 0 && bary0.y >= 0 && bary0.z >= 0) { maskUv = bary0.x * Vector2.zero + bary0.y * Vector2.up + bary0.z * Vector2.one; } else if (bary1.x >= 0 && bary1.y >= 0 && bary1.z >= 0) { maskUv = bary1.x * Vector2.zero + bary1.y * Vector2.one + bary1.z * Vector2.right; } else { return false; } //sample mask if (clonedMask != null) { maskColor = clonedMask.GetPixelBilinear(maskUv.x, maskUv.y); if (Random.value > maskColor.grayscale * args.EraseRatio) return false; } if (args.EnableTerrainMask) { terrainUv = terrain.WorldPointToUV(worldPos); maskColor = terrainMask.GetPixelBilinear(terrainUv.x, terrainUv.y); if (Random.value < maskColor.r) return false; } return true; })); } if (clonedMask != null) Object.DestroyImmediate(clonedMask); } } } #endif