ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Editor/TerrainTools/WindErosionTool.cs

273 lines
12 KiB
C#

using UnityEngine;
using UnityEngine.Experimental.TerrainAPI;
using System;
using UnityEditor.ShortcutManagement;
namespace UnityEditor.Experimental.TerrainAPI
{
public class WindBrushUIGroup : BaseBrushUIGroup {
[Flags]
public enum Feature {
Size = 1 << 0,
Rotation = 1 << 1,
Strength = 1 << 2,
Spacing = 1 << 3,
Scatter = 1 << 4,
Smoothing = 1 << 5,
All = Size | Rotation | Strength | Spacing | Scatter | Smoothing,
NoScatter = All & ~Scatter,
NoSpacing = All & ~Spacing,
}
public WindBrushUIGroup(string name, Func<TerrainToolsAnalytics.IBrushParameter[]> analyticsCall = null, Feature feature = Feature.All) : base(name, analyticsCall) {
//Scatter must be first.
if ((feature & Feature.Scatter) != 0) {
AddScatterController(new BrushScatterVariator(name, this, this));
}
if ((feature & Feature.Size) != 0) {
AddSizeController(new BrushSizeVariator(name, this, this));
}
if ((feature & Feature.Rotation) != 0) {
AddRotationController(new BrushRotationVariator(name, this, this, true));
}
if ((feature & Feature.Strength) != 0) {
AddStrengthController(new BrushStrengthVariator(name, this, this));
}
if ((feature & Feature.Spacing) != 0) {
AddSpacingController(new BrushSpacingVariator(name, this, this));
}
if ((feature & Feature.Smoothing) != 0) {
AddSmoothingController(new DefaultBrushSmoother(name));
}
AddModifierKeyController(new DefaultBrushModifierKeys());
}
}
public class WindErosionTool : TerrainPaintTool<WindErosionTool>, IValidationTests
{
#if UNITY_2019_1_OR_NEWER
[Shortcut("Terrain/Select Wind Erosion Tool", typeof(TerrainToolShortcutContext))] // 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<WindErosionTool>(); // set active tool
TerrainToolsAnalytics.OnShortcutKeyRelease("Select Wind Erosion Tool");
}
#endif
[SerializeField]
IBrushUIGroup m_commonUI;
private IBrushUIGroup commonUI
{
get
{
if( m_commonUI == null )
{
m_commonUI = new WindBrushUIGroup( "WindErosion", UpdateAnalyticParameters );
m_commonUI.OnEnterToolMode();
}
return m_commonUI;
}
}
Erosion.WindEroder m_Eroder = null;
public override void OnEnterToolMode() {
base.OnEnterToolMode();
commonUI.OnEnterToolMode();
}
public override void OnExitToolMode() {
base.OnExitToolMode();
commonUI.OnExitToolMode();
}
#region Resources
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 string GetName()
{
return "Erosion/Wind";
}
public override string GetDesc()
{
return "Simulates wind erosion\n\n" +
"Brush Rotation will change the wind direction";
}
private void RepaintInspector() {
Editor[] ed = (Editor[])Resources.FindObjectsOfTypeAll<Editor>();
for (int i = 0; i < ed.Length; ++i) {
if (ed[i].GetType() == this.GetType()) {
ed[i].Repaint();
return;
}
}
}
public override void OnEnable() {
base.OnEnable();
m_Eroder = new Erosion.WindEroder();
m_Eroder.OnEnable();
}
Vector3 m_SceneRaycastHitPoint;
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, "WindErosion", 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);
Quaternion windRot = Quaternion.AngleAxis(commonUI.brushRotation, new Vector3(0.0f, 1.0f, 0.0f));
Handles.ArrowHandleCap(0, commonUI.raycastHitUnderCursor.point, windRot, 0.5f * commonUI.brushSize, EventType.Repaint);
}
}
}
public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
{
EditorGUI.BeginChangeCheck();
commonUI.OnInspectorGUI(terrain, editContext);
m_Eroder.OnInspectorGUI();
commonUI.validationMessage = ValidateAndGenerateUserMessage(terrain);
if (EditorGUI.EndChangeCheck()) {
Save(true);
TerrainToolsAnalytics.OnParameterChange();
}
}
#endregion
#region Paint
public override bool OnPaint(Terrain terrain, IOnPaint editContext)
{
commonUI.OnPaint(terrain, editContext);
if(!commonUI.allowPaint) { return true; }
Vector2 uv = editContext.uv;
if(commonUI.ScatterBrushStamp(ref terrain, ref uv))
{
using(IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "WindErosion", editContext.brushTexture))
{
if(brushRender.CalculateBrushTransform(out BrushTransform brushXform))
{
PaintContext paintContext = brushRender.AcquireHeightmap(true, brushXform.GetBrushXYBounds(), 4);
paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear;
//paintContext.sourceRenderTexture = input heightmap
//Add Velocity (user wind direction and strength, or texture input, noise, forces, drag etc...)
float angle = commonUI.brushRotation; //m_WindAngleDegrees + r;
float r = 0.5f * (2.0f * UnityEngine.Random.value - 1.0f) * 0.01f * m_Eroder.m_WindSpeedJitter;
float speed = m_Eroder.m_WindSpeed.value + r;
float rad = angle * Mathf.Deg2Rad;
m_Eroder.m_WindVel = speed * (new Vector4(-Mathf.Sin(rad), Mathf.Cos(rad), 0.0f, 0.0f));
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);
//Blit the result onto the new height map
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);
brushRender.Release(paintContext);
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() => new TerrainToolsAnalytics.IBrushParameter[] {
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_SimulationScale.text, Value = m_Eroder.SimulationScale.value},
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_WindSpeed.text, Value = m_Eroder.m_WindSpeed.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_TimeDelta.text, Value = m_Eroder.TimeInterval.value },
new TerrainToolsAnalytics.BrushParameter<int> { Name = Erosion.Styles.m_NumIterations.text, Value = m_Eroder.Iterations.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_SuspensionRate.text, Value = m_Eroder.SuspensionRate.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_DepositionRate.text, Value = m_Eroder.DepositionRate.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_SlopeFactor.text, Value = m_Eroder.SlopeFactor.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_FlowRate.text, Value = m_Eroder.AdvectionVelScale.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_DragCoefficient.text, Value = m_Eroder.DragCoefficient.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_ReflectionCoefficient.text, Value = m_Eroder.ReflectionCoefficient.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_DiffusionRate.text, Value = m_Eroder.DiffusionRate.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_AbrasivenessCoefficient.text, Value = m_Eroder.AbrasivenessCoefficient.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_Viscosity.text, Value = m_Eroder.Viscosity.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = "# Iterations", Value = m_Eroder.ThermalIterations },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_ThermalDTScalar.text, Value = m_Eroder.ThermalTimeDelta.value },
new TerrainToolsAnalytics.BrushParameter<float> { Name = Erosion.Styles.m_AngleOfRepose.text, Value = m_Eroder.AngleOfRepose },
};
#endregion
}
}