Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Scripts/SplineTool/GObjectSpawner.cs

401 lines
12 KiB
C#

#if GRIFFIN
using System.Collections.Generic;
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Burst;
using UnityEngine.Rendering;
namespace Pinwheel.Griffin.SplineTool
{
[GDisplayName("Object Spawner")]
public class GObjectSpawner : GSplineModifier
{
[SerializeField]
private AnimationCurve falloff;
public AnimationCurve Falloff
{
get
{
if (falloff == null)
{
falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
}
return falloff;
}
set
{
falloff = value;
}
}
[SerializeField]
private List<GameObject> prototypes;
public List<GameObject> Prototypes
{
get
{
if (prototypes == null)
{
prototypes = new List<GameObject>();
}
return prototypes;
}
set
{
prototypes = value;
}
}
[SerializeField]
private List<int> prototypeIndices;
public List<int> PrototypeIndices
{
get
{
if (prototypeIndices == null)
{
prototypeIndices = new List<int>();
}
return prototypeIndices;
}
set
{
prototypeIndices = value;
}
}
[SerializeField]
private Texture2D falloffNoise;
public Texture2D FalloffNoise
{
get
{
return falloffNoise;
}
set
{
falloffNoise = value;
}
}
[SerializeField]
private Vector2 falloffNoiseSize;
public Vector2 FalloffNoiseSize
{
get
{
return falloffNoiseSize;
}
set
{
falloffNoiseSize = 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);
}
}
[SerializeField]
private float density;
public float Density
{
get
{
return density;
}
set
{
density = Mathf.Max(0, value);
}
}
[SerializeField]
private float minRotation;
public float MinRotation
{
get
{
return minRotation;
}
set
{
minRotation = value;
}
}
[SerializeField]
private float maxRotation;
public float MaxRotation
{
get
{
return maxRotation;
}
set
{
maxRotation = value;
}
}
[SerializeField]
private Vector3 minScale;
public Vector3 MinScale
{
get
{
return minScale;
}
set
{
minScale = value;
}
}
[SerializeField]
private Vector3 maxScale;
public Vector3 MaxScale
{
get
{
return maxScale;
}
set
{
maxScale = value;
}
}
[SerializeField]
private bool alignToSurface;
public bool AlignToSurface
{
get
{
return alignToSurface;
}
set
{
alignToSurface = value;
}
}
[SerializeField]
private LayerMask worldRaycastMask;
public LayerMask WorldRaycastMask
{
get
{
return worldRaycastMask;
}
set
{
worldRaycastMask = value;
}
}
private Texture2D falloffTexture;
private Material maskMaterial;
private Material MaskMaterial
{
get
{
if (maskMaterial == null)
{
maskMaterial = new Material(GRuntimeSettings.Instance.internalShaders.splineMaskShader);
}
return maskMaterial;
}
}
private static readonly int FALL_OFF = Shader.PropertyToID("_Falloff");
private static readonly int FALL_OFF_NOISE = Shader.PropertyToID("_FalloffNoise");
private static readonly int TERRAIN_MASK = Shader.PropertyToID("_TerrainMask");
public override void Apply()
{
if (SplineCreator == null)
return;
if (falloffTexture != null)
Object.DestroyImmediate(falloffTexture);
Internal_UpdateFalloffTexture();
List<GStylizedTerrain> terrains = GUtilities.ExtractTerrainsFromOverlapTest(SplineCreator.SweepTest());
foreach (GStylizedTerrain t in terrains)
{
Apply(t);
}
}
private void Apply(GStylizedTerrain t)
{
if (t.TerrainData == null)
return;
if (PrototypeIndices.Count == 0)
return;
if (Prototypes.Count == 0)
return;
RenderTexture rt = new RenderTexture(MaskResolution, MaskResolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
Internal_Apply(t, rt);
Texture2D mask = GCommon.CreateTexture(MaskResolution, Color.clear);
GCommon.CopyFromRT(mask, rt);
mask.wrapMode = TextureWrapMode.Clamp;
SpawnObjectsOnTerrain(t, mask);
rt.Release();
GUtilities.DestroyObject(rt);
GUtilities.DestroyObject(mask);
}
private void SpawnObjectsOnTerrain(GStylizedTerrain t, Texture2D mask)
{
int sampleCount = Mathf.FloorToInt(Density * t.TerrainData.Geometry.Width * t.TerrainData.Geometry.Length);
NativeArray<bool> cullResult = new NativeArray<bool>(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
NativeArray<GPrototypeInstanceInfo> instanceInfo = new NativeArray<GPrototypeInstanceInfo>(sampleCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
NativeArray<int> selectedPrototypeIndices = new NativeArray<int>(PrototypeIndices.ToArray(), Allocator.TempJob);
GTextureNativeDataDescriptor<Color32> maskHandle = new GTextureNativeDataDescriptor<Color32>(mask);
{
GSampleInstanceJob job = new GSampleInstanceJob()
{
cullResult = cullResult,
instanceInfo = instanceInfo,
mask = maskHandle,
selectedPrototypeIndices = selectedPrototypeIndices,
minRotation = minRotation,
maxRotation = maxRotation,
minScale = minScale,
maxScale = maxScale,
seed = Random.Range(int.MinValue, int.MaxValue)
};
JobHandle jHandle = job.Schedule(sampleCount, 100);
jHandle.Complete();
}
Vector3 terrainSize = t.TerrainData.Geometry.Size;
NativeArray<RaycastCommand> raycastCommands = new NativeArray<RaycastCommand>(instanceInfo.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
NativeArray<RaycastHit> hits = new NativeArray<RaycastHit>(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, 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 = 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 (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();
}
private Material PrepareMaterial(GStylizedTerrain t, RenderTexture rt)
{
GCommon.ClearRT(rt);
Material mat = MaskMaterial;
mat.SetTexture(FALL_OFF, falloffTexture);
mat.SetTexture(FALL_OFF_NOISE, FalloffNoise);
mat.SetTextureScale(FALL_OFF_NOISE, new Vector2(
FalloffNoiseSize.x != 0 ? 1f / FalloffNoiseSize.x : 0,
FalloffNoiseSize.y != 0 ? 1f / FalloffNoiseSize.y : 0));
mat.SetTextureOffset(FALL_OFF_NOISE, Vector2.zero);
if (SplineCreator.EnableTerrainMask)
{
mat.SetTexture(TERRAIN_MASK, t.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture(TERRAIN_MASK, Texture2D.blackTexture);
}
return mat;
}
public void Internal_Apply(GStylizedTerrain t, RenderTexture rt)
{
Material mat = PrepareMaterial(t, rt);
SplineCreator.DrawOnTexture(rt, t.Bounds, mat);
}
public void Internal_Apply(GStylizedTerrain t, RenderTexture rt, ScriptableRenderContext context)
{
Material mat = PrepareMaterial(t, rt);
SplineCreator.DrawOnTexture(rt, t.Bounds, mat, context);
}
public void Reset()
{
SplineCreator = GetComponent<GSplineCreator>();
Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
Prototypes = null;
PrototypeIndices = null;
Density = 1;
MaskResolution = 1024;
MinRotation = 0;
MaxRotation = 360;
MinScale = new Vector3(0.7f, 0.8f, 0.7f);
MaxScale = new Vector3(1.2f, 1.5f, 1.2f);
WorldRaycastMask = 1;
}
public void Internal_UpdateFalloffTexture()
{
falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1);
}
}
}
#endif