using System.Collections.Generic; using UnityEngine; namespace Pinwheel.Griffin.StampTool { [System.Serializable] [ExecuteInEditMode] public class GObjectStamper : MonoBehaviour { #if UNITY_EDITOR [SerializeField] private bool editor_ShowLivePreview = true; public bool Editor_ShowLivePreview { get { return editor_ShowLivePreview; } set { editor_ShowLivePreview = value; } } [SerializeField] private bool editor_ShowBounds = true; public bool Editor_ShowBounds { get { return editor_ShowBounds; } set { editor_ShowBounds = value; } } #endif [SerializeField] private bool enableTerrainMask; public bool EnableTerrainMask { get { return enableTerrainMask; } set { enableTerrainMask = value; } } [SerializeField] private int groupId; public int GroupId { get { return groupId; } set { groupId = value; } } [SerializeField] private Vector3 position; public Vector3 Position { get { return position; } set { position = value; transform.position = value; } } [SerializeField] private Quaternion rotation; public Quaternion Rotation { get { return rotation; } set { rotation = value; transform.rotation = value; } } [SerializeField] private Vector3 scale; public Vector3 Scale { get { return scale; } set { scale = value; transform.localScale = value; } } [SerializeField] private Texture2D mask; public Texture2D Mask { get { return mask; } set { mask = value; } } [SerializeField] private AnimationCurve falloff; public AnimationCurve Falloff { get { return falloff; } set { falloff = value; } } [SerializeField] private List layers; public List Layers { get { if (layers == null) { layers = new List(); } return layers; } set { layers = value; } } [SerializeField] private int maskResolution; public int MaskResolution { get { return maskResolution; } set { maskResolution = Mathf.Clamp(Mathf.ClosestPowerOfTwo(value), GCommon.TEXTURE_SIZE_MIN, GCommon.TEXTURE_SIZE_MAX); } } public Rect Rect { get { Vector3[] quad = new Vector3[4]; GetQuad(quad); Rect r = GUtilities.GetRectContainsPoints(quad); return r; } } private Texture2D falloffTexture; private Vector3[] worldPoints = new Vector3[4]; private Vector2[] uvPoints = new Vector2[4]; private Dictionary tempRt; private Dictionary TempRt { get { if (tempRt == null) { tempRt = new Dictionary(); } return tempRt; } } private void Reset() { position = Vector3.zero; rotation = Quaternion.identity; scale = Vector3.one * 100; mask = null; falloff = AnimationCurve.EaseInOut(0, 1, 1, 0); maskResolution = 1024; } private void OnDisable() { ReleaseResources(); } private void OnDestroy() { ReleaseResources(); } private void ReleaseResources() { foreach (RenderTexture rt in TempRt.Values) { if (rt != null) { rt.Release(); GUtilities.DestroyObject(rt); } } } public void Apply() { if (falloffTexture != null) Object.DestroyImmediate(falloffTexture); Internal_UpdateFalloffTexture(); Internal_UpdateLayerTransitionTextures(); IEnumerator terrains = GStylizedTerrain.ActiveTerrains.GetEnumerator(); try { while (terrains.MoveNext()) { GStylizedTerrain t = terrains.Current; if (groupId < 0 || (groupId >= 0 && groupId == t.GroupId)) { Apply(t); } } } catch (GProgressCancelledException) { Debug.Log("Stamp process canceled, result may be incorrect. Use History to clean up!"); #if UNITY_EDITOR GCommonGUI.ClearProgressBar(); #endif } } private void Apply(GStylizedTerrain t) { if (t.TerrainData == null) return; if (Layers.Count == 0) return; GetQuad(worldPoints); GetUvPoints(t, worldPoints, uvPoints); Rect dirtyRect = GUtilities.GetRectContainsPoints(uvPoints); if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1))) return; RenderTexture[] brushes = new RenderTexture[Layers.Count]; for (int i = 0; i < Layers.Count; ++i) { brushes[i] = GetRenderTexture("brush" + i.ToString()); } Internal_RenderBrushes(brushes, t, uvPoints); for (int i = 0; i < Layers.Count; ++i) { StampLayer(t, brushes[i], i); } #if UNITY_EDITOR GCommonGUI.ClearProgressBar(); #endif } private void StampLayer(GStylizedTerrain t, RenderTexture brush, int layerIndex) { GObjectStampLayer layer = Layers[layerIndex]; if (layer.Ignore) return; if (layer.InstanceCount == 0) return; if (layer.Prototypes.Count == 0 || layer.PrototypeIndices.Count == 0) return; Texture2D tex = new Texture2D(brush.width, brush.height, TextureFormat.ARGB32, false, true); GCommon.CopyFromRT(tex, brush); Color[] maskData = tex.GetPixels(); SpawnObjectOnTerrain(t, maskData, layerIndex); } private void SpawnObjectOnTerrain(GStylizedTerrain t, Color[] maskData, int layerIndex) { GObjectStampLayer layer = Layers[layerIndex]; Vector3 centerPos = Vector3.zero; Vector3 samplePos = Vector3.zero; Vector2 uv = Vector2.zero; float maskValue = 0; Vector3 terrainSize = new Vector3( t.TerrainData.Geometry.Width, t.TerrainData.Geometry.Height, t.TerrainData.Geometry.Length); Vector3 scale = new Vector3( GUtilities.InverseLerpUnclamped(0, terrainSize.x, Scale.x), 1, GUtilities.InverseLerpUnclamped(0, terrainSize.z, Scale.z)); Matrix4x4 matrix = Matrix4x4.TRS( t.WorldPointToNormalized(Position), Rotation, scale); int index = -1; int instanceCount = 0; int attempt = 0; int maxAttempt = layer.InstanceCount * 100; RaycastHit hit; #if UNITY_EDITOR string title = "Stamping on " + t.name; string info = string.Format("Layer: {0}", !string.IsNullOrEmpty(layer.Name) ? layer.Name : layerIndex.ToString()); int currentPercent = 0; int attemptPercent = 0; int instancePercent = 0; GCommonGUI.CancelableProgressBar(title, info, 0); #endif while (instanceCount < layer.InstanceCount && attempt <= maxAttempt) { attempt += 1; #if UNITY_EDITOR attemptPercent = (int)(attempt * 100.0f / maxAttempt); instancePercent = (int)(instanceCount * 100.0f / layer.InstanceCount); if (currentPercent != Mathf.Max(attemptPercent, instancePercent)) { currentPercent = Mathf.Max(attemptPercent, instancePercent); GCommonGUI.CancelableProgressBar(title, string.Format("{0} ... {1}%", info, currentPercent), currentPercent / 100.0f); } #endif index = layer.PrototypeIndices[Random.Range(0, layer.PrototypeIndices.Count)]; if (index < 0 || index >= layer.Prototypes.Count) continue; GameObject g = layer.Prototypes[index]; if (g == null) continue; centerPos.Set(Random.value - 0.5f, 0, Random.value - 0.5f); samplePos = matrix.MultiplyPoint(centerPos); if (samplePos.x < 0 || samplePos.x > 1 || samplePos.z < 0 || samplePos.z > 1) continue; uv.Set(samplePos.x, samplePos.z); maskValue = GUtilities.GetColorBilinear(maskData, MaskResolution, MaskResolution, uv).r; if (Random.value > maskValue) continue; if (t.Raycast(samplePos, out hit)) { GameObject instance = GSpawner.Spawn(t, g, hit.point); instance.transform.rotation = Quaternion.Euler(0, Random.Range(layer.MinRotation, layer.MaxRotation), 0); instance.transform.localScale = Vector3.Lerp(layer.MinScale, layer.MaxScale, Random.value); if (layer.AlignToSurface) { instance.transform.up = hit.normal; } instanceCount += 1; } } #if UNITY_EDITOR GCommonGUI.ClearProgressBar(); #endif } public void Internal_RenderBrushes(RenderTexture[] brushes, GStylizedTerrain t, Vector2[] uvPoints) { for (int i = 0; i < brushes.Length; ++i) { GStampLayerMaskRenderer.Render( brushes[i], Layers[i], t, Matrix4x4.TRS(Position, Rotation, Scale), Mask, falloffTexture, uvPoints, EnableTerrainMask); } } public void Internal_UpdateFalloffTexture() { if (falloffTexture != null) GUtilities.DestroyObject(falloffTexture); falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1); } public void Internal_UpdateLayerTransitionTextures() { for (int i = 0; i < Layers.Count; ++i) { Layers[i].UpdateCurveTextures(); } } public Vector3[] GetQuad() { Matrix4x4 matrix = Matrix4x4.TRS(Position, Rotation, Scale); Vector3[] quad = new Vector3[4] { matrix.MultiplyPoint(new Vector3(-0.5f, 0, -0.5f)), matrix.MultiplyPoint(new Vector3(-0.5f, 0, 0.5f)), matrix.MultiplyPoint(new Vector3(0.5f, 0, 0.5f)), matrix.MultiplyPoint(new Vector3(0.5f, 0, -0.5f)) }; return quad; } public void GetQuad(Vector3[] quad) { Matrix4x4 matrix = Matrix4x4.TRS(Position, Rotation, Scale); quad[0] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, -0.5f)); quad[1] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, 0.5f)); quad[2] = matrix.MultiplyPoint(new Vector3(0.5f, 0, 0.5f)); quad[3] = matrix.MultiplyPoint(new Vector3(0.5f, 0, -0.5f)); } private void GetUvPoints(GStylizedTerrain t, Vector3[] worldPoint, Vector2[] uvPoint) { for (int i = 0; i < uvPoints.Length; ++i) { uvPoints[i] = t.WorldPointToUV(worldPoints[i]); } } public void GetBox(Vector3[] box) { Matrix4x4 matrix = Matrix4x4.TRS(Position, Rotation, Scale); box[0] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, -0.5f)); box[1] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, 0.5f)); box[2] = matrix.MultiplyPoint(new Vector3(0.5f, 0, 0.5f)); box[3] = matrix.MultiplyPoint(new Vector3(0.5f, 0, -0.5f)); box[4] = matrix.MultiplyPoint(new Vector3(-0.5f, 1, -0.5f)); box[5] = matrix.MultiplyPoint(new Vector3(-0.5f, 1, 0.5f)); box[6] = matrix.MultiplyPoint(new Vector3(0.5f, 1, 0.5f)); box[7] = matrix.MultiplyPoint(new Vector3(0.5f, 1, -0.5f)); } private RenderTexture GetRenderTexture(string key) { int resolution = MaskResolution; if (!TempRt.ContainsKey(key) || TempRt[key] == null) { RenderTexture rt = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); rt.wrapMode = TextureWrapMode.Clamp; TempRt[key] = rt; } else if (TempRt[key].width != resolution || TempRt[key].height != resolution) { TempRt[key].Release(); Object.DestroyImmediate(TempRt[key]); RenderTexture rt = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); rt.wrapMode = TextureWrapMode.Clamp; TempRt[key] = rt; } return TempRt[key]; } public void ClearObjects() { IEnumerator terrains = GStylizedTerrain.ActiveTerrains.GetEnumerator(); while (terrains.MoveNext()) { GStylizedTerrain t = terrains.Current; if (groupId < 0 || (groupId >= 0 && groupId == t.GroupId)) { ClearObjects(t); } } } private void ClearObjects(GStylizedTerrain t) { if (t.TerrainData == null) return; Vector3 terrainSize = new Vector3( t.TerrainData.Geometry.Width, t.TerrainData.Geometry.Height, t.TerrainData.Geometry.Length); Vector3 scale = new Vector3( GUtilities.InverseLerpUnclamped(0, terrainSize.x, Scale.x), GUtilities.InverseLerpUnclamped(0, terrainSize.y, Scale.y), GUtilities.InverseLerpUnclamped(0, terrainSize.z, Scale.z)); Matrix4x4 matrix = Matrix4x4.TRS( t.WorldPointToNormalized(Position), Rotation, scale); Matrix4x4 normalizeToStamp = matrix.inverse; GSpawner.DestroyIf(t, (g) => { Vector3 normalizePos = t.WorldPointToNormalized(g.transform.position); Vector3 stampSpacePos = normalizeToStamp.MultiplyPoint(normalizePos); return stampSpacePos.x >= -0.5f && stampSpacePos.x <= 0.5f && stampSpacePos.y >= 0f && stampSpacePos.y <= 1f && stampSpacePos.z >= -0.5f && stampSpacePos.z <= 0.5f; }); } } }