#if GRIFFIN using System.Collections.Generic; using UnityEngine; using Unity.Collections; using Unity.Jobs; namespace Pinwheel.Griffin.StampTool { [System.Serializable] [ExecuteInEditMode] public class GObjectStamper : MonoBehaviour { [SerializeField] private bool enableTerrainMask; public bool EnableTerrainMask { get { return enableTerrainMask; } set { enableTerrainMask = value; } } [SerializeField] private int groupId; public int GroupId { get { return groupId; } set { groupId = value; } } [SerializeField] private Vector3 position; public Vector3 Position { get { return position; } set { position = value; transform.position = value; } } [SerializeField] private Quaternion rotation; public Quaternion Rotation { get { return rotation; } set { rotation = value; transform.rotation = value; } } [SerializeField] private Vector3 scale; public Vector3 Scale { get { return scale; } set { scale = value; transform.localScale = value; } } [SerializeField] private Texture2D mask; public Texture2D Mask { get { return mask; } set { mask = value; } } [SerializeField] private AnimationCurve falloff; public AnimationCurve Falloff { get { return falloff; } set { falloff = value; } } [SerializeField] private List layers; public List Layers { get { if (layers == null) { layers = new List(); } return layers; } set { layers = value; } } [SerializeField] private int maskResolution; public int MaskResolution { get { return maskResolution; } set { maskResolution = Mathf.Clamp(Mathf.ClosestPowerOfTwo(value), GCommon.TEXTURE_SIZE_MIN, GCommon.TEXTURE_SIZE_MAX); } } public Rect Rect { get { Vector3[] quad = new Vector3[4]; GetQuad(quad); Rect r = GUtilities.GetRectContainsPoints(quad); return r; } } private Texture2D falloffTexture; private Vector3[] worldPoints = new Vector3[4]; private Vector2[] uvPoints = new Vector2[4]; private Dictionary tempRt; private Dictionary TempRt { get { if (tempRt == null) { tempRt = new Dictionary(); } return tempRt; } } private void Reset() { position = Vector3.zero; rotation = Quaternion.identity; scale = Vector3.one * 100; mask = null; falloff = AnimationCurve.EaseInOut(0, 1, 1, 0); maskResolution = 1024; } private void OnDisable() { ReleaseResources(); } private void OnDestroy() { ReleaseResources(); } private void ReleaseResources() { foreach (RenderTexture rt in TempRt.Values) { if (rt != null) { rt.Release(); GUtilities.DestroyObject(rt); } } } public void Apply() { if (falloffTexture != null) Object.DestroyImmediate(falloffTexture); Internal_UpdateFalloffTexture(); Internal_UpdateLayerTransitionTextures(); List terrains = GUtilities.ExtractTerrainsFromOverlapTest(GCommon.OverlapTest(GroupId, GetQuad())); try { foreach (GStylizedTerrain t in terrains) { Apply(t); } } catch (GProgressCancelledException) { Debug.Log("Stamp process canceled, result may be incorrect. Use History to clean up!"); #if UNITY_EDITOR GCommonGUI.ClearProgressBar(); #endif } } private void Apply(GStylizedTerrain t) { if (t.TerrainData == null) return; if (Layers.Count == 0) return; GetQuad(worldPoints); GetUvPoints(t, worldPoints, uvPoints); Rect dirtyRect = GUtilities.GetRectContainsPoints(uvPoints); if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1))) return; RenderTexture[] brushes = new RenderTexture[Layers.Count]; for (int i = 0; i < Layers.Count; ++i) { brushes[i] = GetRenderTexture("brush" + i.ToString()); } Internal_RenderBrushes(brushes, t, uvPoints); for (int i = 0; i < Layers.Count; ++i) { StampLayer(t, brushes[i], i); } } private void StampLayer(GStylizedTerrain t, RenderTexture brush, int layerIndex) { GObjectStampLayer layer = Layers[layerIndex]; if (layer.Ignore) return; if (layer.InstanceCount == 0) return; if (layer.Prototypes.Count == 0 || layer.PrototypeIndices.Count == 0) return; Texture2D layerMask = GCommon.CreateTexture(MaskResolution, Color.clear); GCommon.CopyFromRT(layerMask, brush); SpawnObjectOnTerrain(t, layerMask, layerIndex); GUtilities.DestroyObject(layerMask); } private void SpawnObjectOnTerrain(GStylizedTerrain t, Texture2D layerMask, int layerIndex) { GObjectStampLayer layer = Layers[layerIndex]; #if UNITY_EDITOR string title = "Stamping on " + t.name; string text = string.Format("Layer: {0}", !string.IsNullOrEmpty(layer.Name) ? layer.Name : layerIndex.ToString()); GCommonGUI.CancelableProgressBar(title, text, 1); #endif int sampleCount = layer.InstanceCount; NativeArray cullResult = new NativeArray(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); NativeArray instanceInfo = new NativeArray(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); NativeArray selectedPrototypeIndices = new NativeArray(layer.PrototypeIndices.ToArray(), Allocator.TempJob); GTextureNativeDataDescriptor maskHandle = new GTextureNativeDataDescriptor(layerMask); { GSampleInstanceJob job = new GSampleInstanceJob() { cullResult = cullResult, instanceInfo = instanceInfo, mask = maskHandle, selectedPrototypeIndices = selectedPrototypeIndices, minRotation = layer.MinRotation, maxRotation = layer.MaxRotation, minScale = layer.MinScale, maxScale = layer.MaxScale, seed = Random.Range(int.MinValue, int.MaxValue) }; JobHandle jHandle = job.Schedule(sampleCount, 100); jHandle.Complete(); } Vector3 terrainSize = t.TerrainData.Geometry.Size; NativeArray raycastCommands = new NativeArray(instanceInfo.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); NativeArray hits = new NativeArray(instanceInfo.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); for (int i = 0; i < raycastCommands.Length; ++i) { GPrototypeInstanceInfo info = instanceInfo[i]; Vector3 from = new Vector3(t.transform.position.x + info.position.x * terrainSize.x, 10000, t.transform.position.z + info.position.z * terrainSize.z); RaycastCommand cmd = new RaycastCommand(from, Vector3.down, float.MaxValue, layer.WorldRaycastMask, 1); raycastCommands[i] = cmd; } { JobHandle jHandle = RaycastCommand.ScheduleBatch(raycastCommands, hits, 10); jHandle.Complete(); } for (int i = 0; i < instanceInfo.Length; ++i) { GPrototypeInstanceInfo info = instanceInfo[i]; RaycastHit h = hits[i]; info.position.Set(info.position.x * terrainSize.x, h.collider != null ? h.point.y : 0, info.position.z * terrainSize.z); instanceInfo[i] = info; } int count = instanceInfo.Length; for (int i = 0; i < count; ++i) { GPrototypeInstanceInfo info = instanceInfo[i]; if (cullResult[i] == false) continue; GameObject prototype = layer.Prototypes[info.prototypeIndex]; GameObject go = GSpawner.Spawn(t, prototype, Vector3.zero); go.transform.position = t.transform.position + info.position; go.transform.rotation = info.rotation; go.transform.localScale = info.scale; if (layer.AlignToSurface) { RaycastHit hit = hits[i]; if (hit.collider != null) { Quaternion q = Quaternion.FromToRotation(go.transform.up, hit.normal); go.transform.rotation *= q; } } } raycastCommands.Dispose(); hits.Dispose(); cullResult.Dispose(); instanceInfo.Dispose(); selectedPrototypeIndices.Dispose(); #if UNITY_EDITOR GCommonGUI.ClearProgressBar(); #endif } public void Internal_RenderBrushes(RenderTexture[] brushes, GStylizedTerrain t, Vector2[] uvPoints) { for (int i = 0; i < brushes.Length; ++i) { GStampLayerMaskRenderer.Render( brushes[i], Layers[i], t, Matrix4x4.TRS(Position, Rotation, Scale), Mask, falloffTexture, uvPoints, EnableTerrainMask); } } public void Internal_UpdateFalloffTexture() { if (falloffTexture != null) GUtilities.DestroyObject(falloffTexture); falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1); } public void Internal_UpdateLayerTransitionTextures() { for (int i = 0; i < Layers.Count; ++i) { Layers[i].UpdateCurveTextures(); } } public Vector3[] GetQuad() { Matrix4x4 matrix = Matrix4x4.TRS(Position, Rotation, Scale); Vector3[] quad = new Vector3[4] { matrix.MultiplyPoint(new Vector3(-0.5f, 0, -0.5f)), matrix.MultiplyPoint(new Vector3(-0.5f, 0, 0.5f)), matrix.MultiplyPoint(new Vector3(0.5f, 0, 0.5f)), matrix.MultiplyPoint(new Vector3(0.5f, 0, -0.5f)) }; return quad; } public void GetQuad(Vector3[] quad) { Matrix4x4 matrix = Matrix4x4.TRS(Position, Rotation, Scale); quad[0] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, -0.5f)); quad[1] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, 0.5f)); quad[2] = matrix.MultiplyPoint(new Vector3(0.5f, 0, 0.5f)); quad[3] = matrix.MultiplyPoint(new Vector3(0.5f, 0, -0.5f)); } private void GetUvPoints(GStylizedTerrain t, Vector3[] worldPoint, Vector2[] uvPoint) { for (int i = 0; i < uvPoints.Length; ++i) { uvPoints[i] = t.WorldPointToUV(worldPoints[i]); } } public void GetBox(Vector3[] box) { Matrix4x4 matrix = Matrix4x4.TRS(Position, Rotation, Scale); box[0] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, -0.5f)); box[1] = matrix.MultiplyPoint(new Vector3(-0.5f, 0, 0.5f)); box[2] = matrix.MultiplyPoint(new Vector3(0.5f, 0, 0.5f)); box[3] = matrix.MultiplyPoint(new Vector3(0.5f, 0, -0.5f)); box[4] = matrix.MultiplyPoint(new Vector3(-0.5f, 1, -0.5f)); box[5] = matrix.MultiplyPoint(new Vector3(-0.5f, 1, 0.5f)); box[6] = matrix.MultiplyPoint(new Vector3(0.5f, 1, 0.5f)); box[7] = matrix.MultiplyPoint(new Vector3(0.5f, 1, -0.5f)); } private RenderTexture GetRenderTexture(string key) { int resolution = MaskResolution; if (!TempRt.ContainsKey(key) || TempRt[key] == null) { RenderTexture rt = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); rt.wrapMode = TextureWrapMode.Clamp; TempRt[key] = rt; } else if (TempRt[key].width != resolution || TempRt[key].height != resolution) { TempRt[key].Release(); Object.DestroyImmediate(TempRt[key]); RenderTexture rt = new RenderTexture(resolution, resolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); rt.wrapMode = TextureWrapMode.Clamp; TempRt[key] = rt; } return TempRt[key]; } public void ClearObjects() { List terrains = GUtilities.ExtractTerrainsFromOverlapTest(GCommon.OverlapTest(GroupId, GetQuad())); foreach (GStylizedTerrain t in terrains) { ClearObjects(t); } } private void ClearObjects(GStylizedTerrain t) { if (t.TerrainData == null) return; Vector3 terrainSize = new Vector3( t.TerrainData.Geometry.Width, t.TerrainData.Geometry.Height, t.TerrainData.Geometry.Length); Vector3 scale = new Vector3( GUtilities.InverseLerpUnclamped(0, terrainSize.x, Scale.x), GUtilities.InverseLerpUnclamped(0, terrainSize.y, Scale.y), GUtilities.InverseLerpUnclamped(0, terrainSize.z, Scale.z)); Matrix4x4 matrix = Matrix4x4.TRS( t.WorldPointToNormalized(Position), Rotation, scale); Matrix4x4 normalizeToStamp = matrix.inverse; GSpawner.DestroyIf(t, (g) => { Vector3 normalizePos = t.WorldPointToNormalized(g.transform.position); Vector3 stampSpacePos = normalizeToStamp.MultiplyPoint(normalizePos); return stampSpacePos.x >= -0.5f && stampSpacePos.x <= 0.5f && stampSpacePos.y >= 0f && stampSpacePos.y <= 1f && stampSpacePos.z >= -0.5f && stampSpacePos.z <= 0.5f; }); } } } #endif