Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Scripts/StampTool/GObjectStamper.cs

508 lines
16 KiB
C#

#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<GObjectStampLayer> layers;
public List<GObjectStampLayer> Layers
{
get
{
if (layers == null)
{
layers = new List<GObjectStampLayer>();
}
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<string, RenderTexture> tempRt;
private Dictionary<string, RenderTexture> TempRt
{
get
{
if (tempRt == null)
{
tempRt = new Dictionary<string, RenderTexture>();
}
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<GStylizedTerrain> 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<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>(layer.PrototypeIndices.ToArray(), Allocator.TempJob);
GTextureNativeDataDescriptor<Color32> maskHandle = new GTextureNativeDataDescriptor<Color32>(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<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, 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<GStylizedTerrain> 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