BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Editor/Scripts/WizardTool/GWizard.cs

476 lines
18 KiB
C#

#if GRIFFIN
#if UNITY_EDITOR
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
#if UNITY_EDITOR
using UnityEditor;
#endif
using Pinwheel.Griffin;
using Pinwheel.Griffin.Physic;
using Pinwheel.Griffin.GroupTool;
using Pinwheel.Griffin.HelpTool;
using Pinwheel.Griffin.PaintTool;
using Pinwheel.Griffin.StampTool;
using Pinwheel.Griffin.SplineTool;
using Pinwheel.Griffin.ErosionTool;
using System;
using Object = UnityEngine.Object;
namespace Pinwheel.Griffin.Wizard
{
public static class GWizard
{
public static List<GStylizedTerrain> CreateTerrains(GameObject root)
{
GEditorSettings.WizardToolsSettings settings = GEditorSettings.Instance.wizardTools;
List<GStylizedTerrain> terrains = new List<GStylizedTerrain>();
#if UNITY_EDITOR
if (!Application.isPlaying)
{
GUtilities.EnsureDirectoryExists(settings.dataDirectory);
}
#endif
try
{
float totalTile = settings.tileCountX * settings.tileCountZ;
float tileCount = 0;
for (int z = 0; z < settings.tileCountZ; ++z)
{
for (int x = 0; x < settings.tileCountX; ++x)
{
tileCount += 1;
#if UNITY_EDITOR
GCommonGUI.CancelableProgressBar(
"Creating Terrains",
string.Format("Creating tile ({0},{1})", x, z),
tileCount / totalTile);
#endif
GameObject g = new GameObject();
g.transform.parent = root.transform;
g.transform.position = new Vector3(x * settings.tileSize.x, 0, z * settings.tileSize.z) + settings.origin;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.name = string.Format("{0}_({1},{2})", settings.terrainNamePrefix, x, z);
GTerrainData data = ScriptableObject.CreateInstance<GTerrainData>();
if (Application.isPlaying) //Reset() only called in edit mode
{
data.Reset();
data.Geometry.Reset();
data.Shading.Reset();
data.Rendering.Reset();
data.Foliage.Reset();
data.Mask.Reset();
}
data.name = string.Format("TerrainData_{0}", data.Id);
data.Geometry.Width = settings.tileSize.x;
data.Geometry.Height = settings.tileSize.y;
data.Geometry.Length = settings.tileSize.z;
if (settings.texturingModel == GTexturingModel.VertexColor)
{
data.Geometry.AlbedoToVertexColorMode = GAlbedoToVertexColorMode.Sharp;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
{
string dataAssetPath = Path.Combine(settings.dataDirectory, data.name + ".asset");
AssetDatabase.CreateAsset(data, dataAssetPath);
}
#endif
Material material = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(
GCommon.CurrentRenderPipeline,
settings.lightingModel,
settings.texturingModel,
settings.splatsModel);
if (material != null)
{
material.name = string.Format("TerrainMaterial_{0}", data.Id);
#if UNITY_EDITOR
if (!Application.isPlaying)
{
string materialAssetPath = Path.Combine(settings.dataDirectory, material.name + ".mat");
AssetDatabase.CreateAsset(material, materialAssetPath);
}
#endif
}
data.Shading.CustomMaterial = material;
if (material.HasProperty(data.Shading.ColorByHeightPropertyName) ||
material.HasProperty(data.Shading.ColorByNormalPropertyName) ||
material.HasProperty(data.Shading.ColorBlendPropertyName))
{
data.Shading.UpdateLookupTextures();
}
data.Shading.UpdateMaterials();
GStylizedTerrain terrain = g.AddComponent<GStylizedTerrain>();
terrain.GroupId = settings.groupId;
terrain.TerrainData = data;
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(g, "Creating Low Poly Terrain");
#endif
GameObject colliderGO = new GameObject("Tree Collider");
colliderGO.transform.parent = g.transform;
colliderGO.transform.localPosition = Vector3.zero;
colliderGO.transform.localRotation = Quaternion.identity;
colliderGO.transform.localScale = Vector3.one;
GTreeCollider collider = colliderGO.AddComponent<GTreeCollider>();
collider.Terrain = terrain;
}
}
}
catch (GProgressCancelledException)
{
}
GStylizedTerrain.ConnectAdjacentTiles();
#if UNITY_EDITOR
GCommonGUI.ClearProgressBar();
#endif
return terrains;
}
public static GStylizedTerrain CreateTerrainFromSource(GTerrainData srcData)
{
GEditorSettings.WizardToolsSettings settings = GEditorSettings.Instance.wizardTools;
GameObject g = new GameObject("Low Poly Terrain");
g.transform.localPosition = Vector3.zero;
g.transform.localRotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
GTerrainData terrainData = GTerrainData.CreateInstance<GTerrainData>();
terrainData.Reset();
#if UNITY_EDITOR
string assetName = "TerrainData_" + terrainData.Id;
GUtilities.EnsureDirectoryExists(settings.dataDirectory);
AssetDatabase.CreateAsset(terrainData, Path.Combine(settings.dataDirectory, assetName + ".asset"));
#endif
srcData.CopyTo(terrainData);
Material mat = null;
if (srcData != null && srcData.Shading.CustomMaterial != null)
{
mat = UnityEngine.Object.Instantiate(srcData.Shading.CustomMaterial);
}
if (mat != null)
{
string matName = "TerrainMaterial_" + terrainData.Id;
mat.name = matName;
#if UNITY_EDITOR
GUtilities.EnsureDirectoryExists(settings.dataDirectory);
AssetDatabase.CreateAsset(mat, Path.Combine(settings.dataDirectory, matName + ".mat"));
#endif
terrainData.Shading.CustomMaterial = mat;
}
GStylizedTerrain terrain = g.AddComponent<GStylizedTerrain>();
terrain.GroupId = 0;
terrain.TerrainData = terrainData;
#if UNITY_EDITOR
Undo.RegisterCreatedObjectUndo(g, "Creating Low Poly Terrain");
#endif
GameObject colliderGO = new GameObject("Tree Collider");
colliderGO.transform.parent = terrain.transform;
colliderGO.transform.localPosition = Vector3.zero;
colliderGO.transform.localRotation = Quaternion.identity;
colliderGO.transform.localScale = Vector3.one;
GTreeCollider collider = colliderGO.AddComponent<GTreeCollider>();
collider.Terrain = terrain;
#if UNITY_EDITOR
Selection.activeGameObject = g;
#endif
return terrain;
}
public static GameObject GetTerrainToolsRoot()
{
GTerrainTools tools = Object.FindObjectOfType<GTerrainTools>();
if (tools != null)
{
return tools.gameObject;
}
else
{
return null;
}
}
public static GameObject CreateTerrainToolsRoot()
{
GameObject root = new GameObject("Polaris Tools");
root.AddComponent<GTerrainTools>();
root.hideFlags = HideFlags.HideInInspector;
GameObject helpGO = new GameObject("Help");
helpGO.transform.parent = root.transform;
helpGO.transform.position = Vector3.zero;
helpGO.transform.rotation = Quaternion.identity;
helpGO.transform.localScale = Vector3.one;
GHelpComponent h = helpGO.AddComponent<GHelpComponent>();
GameObject assetExplorerGO = new GameObject("Asset Explorer");
assetExplorerGO.transform.parent = root.transform;
assetExplorerGO.transform.position = Vector3.zero;
assetExplorerGO.transform.rotation = Quaternion.identity;
assetExplorerGO.transform.localScale = Vector3.one;
GAssetExplorer a = assetExplorerGO.AddComponent<GAssetExplorer>();
return root;
}
public static GTerrainGroup CreateGroupTool()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Group Tool");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GTerrainGroup group = g.AddComponent<GTerrainGroup>();
return group;
}
public static GTerrainTexturePainter CreateGeometryTexturePainter()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Geometry - Texture Painter");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GTerrainTexturePainter painter = g.AddComponent<GTerrainTexturePainter>();
return painter;
}
public static GFoliagePainter CreateFoliagePainter()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Foliage Painter");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GFoliagePainter painter = g.AddComponent<GFoliagePainter>();
g.AddComponent<GRotationRandomizeFilter>();
g.AddComponent<GScaleRandomizeFilter>();
return painter;
}
public static GObjectPainter CreateObjectPainter()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Object Painter");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GObjectPainter painter = g.AddComponent<GObjectPainter>();
g.AddComponent<GRotationRandomizeFilter>();
g.AddComponent<GScaleRandomizeFilter>();
return painter;
}
public static GGeometryStamper CreateGeometryStamper()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Geometry Stamper");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GGeometryStamper stamper = g.AddComponent<GGeometryStamper>();
return stamper;
}
public static GTextureStamper CreateTextureStamper()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Texture Stamper");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GTextureStamper stamper = g.AddComponent<GTextureStamper>();
return stamper;
}
public static GErosionSimulator CreateErosionSimulator()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Erosion Simulator");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one*100;
GErosionSimulator simulator = g.AddComponent<GErosionSimulator>();
return simulator;
}
public static GFoliageStamper CreateFoliageStamper()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Foliage Stamper");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GFoliageStamper stamper = g.AddComponent<GFoliageStamper>();
return stamper;
}
public static GObjectStamper CreateObjectStamper()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Object Stamper");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GObjectStamper stamper = g.AddComponent<GObjectStamper>();
return stamper;
}
public static GSplineCreator CreateSplineTool()
{
GameObject root = GetTerrainToolsRoot();
if (root == null)
{
root = CreateTerrainToolsRoot();
}
GameObject g = new GameObject("Spline");
g.transform.parent = root.transform;
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
g.transform.hideFlags = HideFlags.HideInInspector;
GSplineCreator spline = g.AddComponent<GSplineCreator>();
return spline;
}
public static GWindZone CreateWindZone()
{
GameObject g = new GameObject("Wind Zone");
g.transform.position = Vector3.zero;
g.transform.rotation = Quaternion.identity;
g.transform.localScale = Vector3.one;
GWindZone wind = g.AddComponent<GWindZone>();
return wind;
}
public static void SetShader(GStylizedTerrain terrain)
{
GEditorSettings.WizardToolsSettings settings = GEditorSettings.Instance.wizardTools;
SetShader(terrain, settings.lightingModel, settings.texturingModel, settings.splatsModel);
}
public static void SetShader(GStylizedTerrain terrain, GLightingModel lighting, GTexturingModel texturing, GSplatsModel splats = GSplatsModel.Splats4)
{
if (terrain.TerrainData == null)
{
throw new NullReferenceException("The selected terrain doesn't have terrain data.");
}
if (terrain.TerrainData.Shading.CustomMaterial == null)
{
throw new NullReferenceException("The selected terrain doesn't have material. Make sure you've assigned a material for it.");
}
Material mat = GRuntimeSettings.Instance.terrainRendering.GetClonedMaterial(
GCommon.CurrentRenderPipeline,
lighting,
texturing,
splats);
if (mat == null)
{
throw new Exception("Fail to get template material. Try re-install render pipeline extension package.");
}
terrain.TerrainData.Shading.CustomMaterial.shader = mat.shader;
terrain.TerrainData.Shading.UpdateMaterials();
GUtilities.DestroyObject(mat);
}
public static void SetShader(int groupId)
{
GEditorSettings.WizardToolsSettings settings = GEditorSettings.Instance.wizardTools;
GCommon.ForEachTerrain(groupId, (t) =>
{
SetShader(t, settings.lightingModel, settings.texturingModel, settings.splatsModel);
});
}
}
}
#endif
#endif