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