224 lines
10 KiB
C#
224 lines
10 KiB
C#
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using UnityEngine;
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using UnityEngine.Experimental.TerrainAPI;
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using UnityEditor.ShortcutManagement;
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using Erosion;
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namespace UnityEditor.Experimental.TerrainAPI
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{
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public class HydroErosionTool : TerrainPaintTool<HydroErosionTool>, IValidationTests
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{
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#if UNITY_2019_1_OR_NEWER
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[Shortcut("Terrain/Select Hydraulic Erosion Brush", typeof(TerrainToolShortcutContext), KeyCode.F4)] // tells shortcut manager what to call the shortcut and what to pass as args
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static void SelectShortcut(ShortcutArguments args) {
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TerrainToolShortcutContext context = (TerrainToolShortcutContext)args.context; // gets interface to modify state of TerrainTools
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context.SelectPaintTool<HydroErosionTool>(); // set active tool
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TerrainToolsAnalytics.OnShortcutKeyRelease("Select Hydraulic Erosion Brush");
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}
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#endif
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[SerializeField]
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IBrushUIGroup m_commonUI;
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private IBrushUIGroup commonUI
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{
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get
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{
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if( m_commonUI == null )
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{
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m_commonUI = new DefaultBrushUIGroup("HydroErosion", UpdateAnalyticParameters);
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m_commonUI.OnEnterToolMode();
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}
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return m_commonUI;
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}
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}
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NoiseSettings m_HardnessNoiseSettings = null;
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#region Resources
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Erosion.HydraulicEroder m_Eroder = null;// = new Erosion.HydraulicEroder();
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Material m_Material = null;
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Material GetPaintMaterial() {
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if (m_Material == null)
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m_Material = new Material(Shader.Find("Hidden/TerrainTools/SimpleHeightBlend"));
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return m_Material;
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}
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#endregion
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#region GUI
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public override void OnEnable() {
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base.OnEnable();
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m_Eroder = new Erosion.HydraulicEroder();
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m_Eroder.OnEnable();
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}
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public override string GetName()
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{
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return "Erosion/Hydraulic";
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}
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public override string GetDesc()
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{
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return "Hydraulic Erosion\nErodes the terrain according to a fluid simulation.";
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}
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public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext)
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{
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commonUI.OnSceneGUI2D(terrain, editContext);
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// only do the rest if user mouse hits valid terrain or they are using the
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// brush parameter hotkeys to resize, etc
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if (!editContext.hitValidTerrain && !commonUI.isInUse)
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{
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return;
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}
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// update brush UI group
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commonUI.OnSceneGUI(terrain, editContext);
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// dont render preview if this isnt a repaint. losing performance if we do
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if (Event.current.type != EventType.Repaint)
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{
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return;
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}
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using(IBrushRenderPreviewUnderCursor brushRender = new BrushRenderPreviewUIGroupUnderCursor(commonUI, "HydroErosion", editContext.brushTexture))
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{
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if(brushRender.CalculateBrushTransform(out BrushTransform brushXform))
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{
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PaintContext ctx = brushRender.AcquireHeightmap(false, brushXform.GetBrushXYBounds(), 1);
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brushRender.RenderBrushPreview(ctx, TerrainPaintUtilityEditor.BrushPreview.SourceRenderTexture, brushXform, TerrainPaintUtilityEditor.GetDefaultBrushPreviewMaterial(), 0);
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}
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}
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}
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public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
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{
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if (m_HardnessNoiseSettings == null) {
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m_HardnessNoiseSettings = ScriptableObject.CreateInstance<NoiseSettings>();
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m_HardnessNoiseSettings.Reset();
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}
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Erosion.HydraulicErosionSettings erosionSettings = ((Erosion.HydraulicEroder)m_Eroder).m_ErosionSettings;
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EditorGUI.BeginChangeCheck();
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commonUI.OnInspectorGUI(terrain, editContext);
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m_Eroder.OnInspectorGUI(terrain, editContext);
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commonUI.validationMessage = ValidateAndGenerateUserMessage(terrain);
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if (EditorGUI.EndChangeCheck()) {
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Save(true);
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TerrainToolsAnalytics.OnParameterChange();
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}
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}
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#endregion
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#region Paint
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public override void OnEnterToolMode() {
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base.OnEnterToolMode();
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commonUI.OnEnterToolMode();
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}
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public override void OnExitToolMode() {
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base.OnExitToolMode();
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commonUI.OnExitToolMode();
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}
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public override bool OnPaint(Terrain terrain, IOnPaint editContext) {
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commonUI.OnPaint(terrain, editContext);
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if(!commonUI.allowPaint) { return true; }
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using(IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "HydroErosion", editContext.brushTexture))
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{
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if(brushRender.CalculateBrushTransform(out BrushTransform brushXform))
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{
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PaintContext paintContext = brushRender.AcquireHeightmap(true, brushXform.GetBrushXYBounds(), 1);
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paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear;
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m_Eroder.inputTextures["Height"] = paintContext.sourceRenderTexture;
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Vector2 texelSize = new Vector2(terrain.terrainData.size.x / terrain.terrainData.heightmapResolution,
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terrain.terrainData.size.z / terrain.terrainData.heightmapResolution);
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m_Eroder.ErodeHeightmap(terrain.terrainData.size, brushXform.GetBrushXYBounds(), texelSize, commonUI.ModifierActive(BrushModifierKey.BRUSH_MOD_INVERT));
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m_Eroder.ErodeHeightmap(terrain.terrainData.size, brushXform.GetBrushXYBounds(), texelSize, Event.current.control);
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Material mat = GetPaintMaterial();
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var brushMask = RTUtils.GetTempHandle(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, FilterUtility.defaultFormat);
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Utility.SetFilterRT(commonUI, paintContext.sourceRenderTexture, brushMask, mat);
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Vector4 brushParams = new Vector4(commonUI.brushStrength, 0.0f, 0.0f, 0.0f);
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mat.SetTexture("_BrushTex", editContext.brushTexture);
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mat.SetTexture("_NewHeightTex", m_Eroder.outputTextures["Height"]);
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mat.SetVector("_BrushParams", brushParams);
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brushRender.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
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brushRender.RenderBrush(paintContext, mat, 0);
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RTUtils.Release(brushMask);
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}
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}
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return true;
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}
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#endregion
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#region IValidationTests
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public virtual string ValidateAndGenerateUserMessage(Terrain terrain)
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{
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if (terrain.terrainData.heightmapResolution < 1025)
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return "Erosion tools work best with a heightmap resolution of 1025 or greater.";
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return "";
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}
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#endregion
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#region Analytics
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private TerrainToolsAnalytics.IBrushParameter[] UpdateAnalyticParameters()
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{
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HydraulicErosionSettings settings = m_Eroder.m_ErosionSettings;
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return new TerrainToolsAnalytics.IBrushParameter[]{
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//Advanced Section
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SimulationScale.text, Value = settings.m_SimScale.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_TimeDelta.text, Value = settings.m_HydroTimeDelta.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_NumIterations.text, Value = settings.m_HydroIterations.value},
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//Thermal Smoothing
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_ThermalDTScalar.text, Value = settings.m_ThermalTimeDelta},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_NumIterations.text, Value = settings.m_ThermalIterations},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_AngleOfRepose.text, Value = settings.m_ThermalReposeAngle},
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//Water Transport
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_PrecipitationRate.text, Value = settings.m_PrecipRate.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_EvaporationRate.text, Value = settings.m_EvaporationRate.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_FlowRate.text, Value = settings.m_FlowRate.value},
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//Sediment Transport
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SedimentCap.text, Value = settings.m_SedimentCapacity.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SedimentDeposit.text, Value = settings.m_SedimentDepositRate.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SedimentDissolve.text, Value = settings.m_SedimentDissolveRate.value},
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//Riverbank
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbankDeposit.text, Value = settings.m_RiverBankDepositRate.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbankDissolve.text, Value = settings.m_RiverBankDissolveRate.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbedDeposit.text, Value = settings.m_RiverBedDepositRate.value},
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new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbedDissolve.text, Value = settings.m_RiverBedDissolveRate.value},
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};
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}
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#endregion
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}
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}
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