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