657 lines
27 KiB
C#
657 lines
27 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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namespace Dreamteck.Splines
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{
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public class LevelTerrainTool : SplineTool
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{
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public override string GetName()
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{
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return "Level Terrain";
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}
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protected override string GetPrefix()
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{
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return "LevelTerrainTool";
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}
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public struct Point
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{
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public int x;
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public int y;
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public Vector2 vector
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{
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get { return new Vector2(x, y); }
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set {
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x = (int)value.x;
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y = (int)value.y;
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}
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}
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public Point(int newX, int newY)
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{
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x = newX;
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y = newY;
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}
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public Point(Vector2 input)
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{
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x = Mathf.RoundToInt(input.x);
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y = Mathf.RoundToInt(input.y);
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}
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}
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public class TerrainPaintPoint
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{
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public Point leftPoint;
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public Point rightPoint;
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public float leftHeight = 0f;
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public float rightHeight = 0f;
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public Point center;
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public float floatDiameter = 0f;
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public float GetHeight(float percent)
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{
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return Mathf.Lerp(leftHeight, rightHeight, percent);
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}
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}
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public float size = 1f;
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public int feather = 1;
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public float offset = 0f;
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public float clipFrom = 0f;
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public float clipTo = 1f;
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private float[,] heights = null;
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private Texture2D brushPreview = null;
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private Texture2D basePreview = null;
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private Texture2D drawPreview = null;
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private float maxDrawHeight = 0f;
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private bool init = false;
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Terrain terrain = null;
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void GetSplinesAndTerrain()
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{
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if(splines.Count == 0) GetSplines();
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for (int i = 0; i < Selection.gameObjects.Length; i++)
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{
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if (terrain == null) terrain = Selection.gameObjects[i].GetComponent<Terrain>();
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}
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Terrain[] terrains = GameObject.FindObjectsOfType<Terrain>();
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if(terrains.Length == 1)
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{
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//if there is only one terrain in the scene, automatically select it
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terrain = terrains[0];
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}
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}
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void OnGUI()
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{
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// Draw();
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}
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public override void Open(EditorWindow window)
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{
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base.Open(window);
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GetSplinesAndTerrain();
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}
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public override void Close()
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{
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base.Close();
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if (promptSave)
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{
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if (EditorUtility.DisplayDialog("Apply changes?", "Changes to the terrain have been made. Do you want to keep them?", "Yes", "No"))
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{
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SaveChanges();
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}
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else RevertToBase();
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}
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}
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public override void Draw(Rect windowRect)
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{
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base.Draw(windowRect);
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EditorGUILayout.Space();
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EditorGUI.BeginChangeCheck();
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terrain = (Terrain)EditorGUILayout.ObjectField("Terrain", terrain, typeof(Terrain), true);
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if (EditorGUI.EndChangeCheck())
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{
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heights = null;
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}
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if (splines.Count == 0) EditorGUILayout.HelpBox("No spline selected! Select an object with a SplineComputer component.", MessageType.Warning);
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if (terrain == null) EditorGUILayout.HelpBox("No terrain selected! You need to select a terrain.", MessageType.Warning);
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if (splines.Count == 0 || terrain == null) return;
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if (!init)
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{
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init = true;
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brushPreview = GenerateBrushThumbnail();
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}
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if (heights == null)
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{
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GetBase();
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}
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GUILayout.BeginHorizontal();
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GUILayout.BeginVertical();
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float lastSize = size;
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size = EditorGUILayout.FloatField("Brush radius", size);
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if (size < 0f) size = 0f;
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if(lastSize != size) brushPreview = GenerateBrushThumbnail();
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int lastBlur = feather;
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int maxFeatherCount = Mathf.Max(heights.GetLength(0)/64, 2);
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feather = EditorGUILayout.IntSlider("Feather", feather, 0, maxFeatherCount);
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if (lastBlur != feather) brushPreview = GenerateBrushThumbnail();
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GUILayout.EndVertical();
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GUILayout.Box("", GUILayout.Width(64), GUILayout.Height(64));
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Rect rect = GUILayoutUtility.GetLastRect();
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GUI.DrawTexture(rect, brushPreview);
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GUILayout.EndHorizontal();
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offset = EditorGUILayout.FloatField("Height offset", offset);
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EditorGUILayout.MinMaxSlider(new GUIContent("Spline range"), ref clipFrom, ref clipTo, 0f, 1f);
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if (GUILayout.Button("Level")) CarveTerrain();
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GUILayout.BeginHorizontal();
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GUILayout.Label("Terrain heightmap:");
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GUILayout.Label("Path heightmap:");
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.Box("", GUILayout.Width((windowRect.width-10)/2), GUILayout.Height((windowRect.width - 10) / 2));
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rect = GUILayoutUtility.GetLastRect();
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GUI.DrawTexture(rect, basePreview);
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GUILayout.Box("", GUILayout.Width((windowRect.width - 10) / 2), GUILayout.Height((windowRect.width - 10) / 2));
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rect = GUILayoutUtility.GetLastRect();
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GUI.DrawTexture(rect, drawPreview);
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GUILayout.EndHorizontal();
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if (promptSave)
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{
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Revert")) RevertToBase();
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if (GUILayout.Button("Apply")) SaveChanges();
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GUILayout.EndHorizontal();
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}
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}
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void OnFocus()
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{
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GetSplinesAndTerrain();
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if (promptSave)
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{
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bool isChanged = false;
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float[,] newHeights = terrain.terrainData.GetHeights(0, 0, terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution);
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if (newHeights.GetLength(0) != heights.GetLength(0) || newHeights.GetLength(1) != heights.GetLength(1))
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{
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isChanged = true;
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} else {
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for (int x = 0; x < heights.GetLength(0); x++)
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{
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for (int y = 0; y < heights.GetLength(1); y++)
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{
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if (heights[x,y] != newHeights[x, y])
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{
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isChanged = true;
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break;
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}
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}
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}
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}
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if (isChanged)
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{
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if (EditorUtility.DisplayDialog("Preserve terrain ?", "The terrain has been edited from outside. Do you want to load the new height data? \r\n WARNING: Doing so will apply your leveled data to the terrain.", "Yes", "No"))
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{
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GetBase();
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}
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}
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}
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}
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void OnLostFocus()
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{
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// RevertToBase();
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}
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void CarveTerrain()
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{
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float[,] drawLayer = new float[terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution];
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float[,] alphaLayer = new float[terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution];
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Undo.RecordObject(terrain, "Carve");
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for (int i = 0; i < splines.Count; i++)
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{
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PaintHeightMap(terrain, splines[i], ref drawLayer, ref alphaLayer);
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}
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float[,] blurLayer = new float[drawLayer.GetLength(0), drawLayer.GetLength(1)];
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GaussBlur(ref drawLayer, ref blurLayer, feather);
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float[,] blurAlphaLayer = new float[drawLayer.GetLength(0), drawLayer.GetLength(1)];
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GaussBlur(ref alphaLayer, ref blurAlphaLayer, feather);
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float[,] finalLayer = new float[drawLayer.GetLength(0), drawLayer.GetLength(1)];
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Color[] pixels = drawPreview.GetPixels();
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drawPreview = new Texture2D(drawLayer.GetLength(0), drawLayer.GetLength(1));
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for (int x = 0; x < drawLayer.GetLength(0); x++)
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{
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for (int y = 0; y < drawLayer.GetLength(1); y++)
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{
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finalLayer[x, y] = Mathf.Lerp(heights[x, y], blurLayer[x, y], blurAlphaLayer[x,y]);
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pixels[x * drawPreview.width + y] = Color.Lerp(Color.black, Color.white, blurLayer[x, y]/maxDrawHeight*blurAlphaLayer[x,y]);
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}
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}
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terrain.terrainData.SetHeights(0, 0, finalLayer);
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drawPreview.SetPixels(pixels);
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drawPreview.Apply();
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}
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Texture2D GenerateBrushThumbnail()
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{
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Texture2D tex = new Texture2D(65, 65, TextureFormat.RGB24, false);
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Color[] colors = tex.GetPixels();
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for (int i = 0; i < colors.Length; i++)
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{
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colors[i] = Color.white;
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}
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//Get the brush size, compared to the blur amount
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int hmSize = ToHeightmapSize(size);
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float percent = 1f;
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if(hmSize > 0) percent = Mathf.Clamp01((float)(feather* feather) / hmSize);
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int r = Mathf.RoundToInt(30 * (1f - percent));
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int center = 32;
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for (int x = center - 30; x <= center; x++)
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{
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for (int y = center - 30; y <= center; y++)
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{
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float value = (x - center) * (x - center) + (y - center) * (y - center);
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int xSym = center - (x - center);
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int ySym = center - (y - center);
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if (value <= r * r)
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{
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colors[x * tex.width + y] = Color.black;
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colors[xSym * tex.width + y] = Color.black;
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colors[x * tex.width + ySym] = Color.black;
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colors[xSym * tex.width + ySym] = Color.black;
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} else
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if (value <= 30 * 30 && value > r*r)
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{
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float rr = r * r;
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float val = value - rr;
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float div = 30 * 30 - rr;
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float alpha = Mathf.Clamp01(val / div);
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//Debug.Log(val + "/" + div + " = " + alpha);
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Color col = Color.Lerp(Color.black, Color.white, alpha);
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colors[x * tex.width + y] = col;
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colors[xSym * tex.width + y] = col;
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colors[x * tex.width + ySym] = col;
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colors[xSym * tex.width + ySym] = col;
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}
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if (value <= 30 * 30 && value >= 29 * 29)
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{
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Color col = Color.Lerp(Color.gray, Color.white, 1f-percent);
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colors[x * tex.width + y] = col;
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colors[xSym * tex.width + y] = col;
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colors[x * tex.width + ySym] = col;
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colors[xSym * tex.width + ySym] = col;
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}
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}
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}
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tex.SetPixels(colors);
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tex.Apply();
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return tex;
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}
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void GetBase()
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{
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GetSplinesAndTerrain();
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if (terrain == null) return;
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heights = terrain.terrainData.GetHeights(0, 0, terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution);
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basePreview = new Texture2D(heights.GetLength(0), heights.GetLength(1));
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drawPreview = new Texture2D(heights.GetLength(0), heights.GetLength(1));
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Color[] pixels = new Color[basePreview.width * basePreview.height];
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Color[] blackPixels = new Color[basePreview.width * basePreview.height];
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float maxHeight = 0f;
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for (int x = 0; x < basePreview.width; x++)
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{
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for(int y = 0; y < basePreview.height; y++)
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{
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if (heights[x, y] > maxHeight) maxHeight = heights[x, y];
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pixels[x * basePreview.width + y] = Color.Lerp(Color.black, Color.white, heights[x, y]);
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blackPixels[x * basePreview.width + y] = Color.black;
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}
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}
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if(maxHeight > 0f)
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{
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for (int x = 0; x < basePreview.width; x++)
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{
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for (int y = 0; y < basePreview.height; y++)
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{
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pixels[x * basePreview.width + y] /= maxHeight;
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}
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}
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}
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basePreview.SetPixels(pixels);
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basePreview.Apply();
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drawPreview.SetPixels(blackPixels);
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drawPreview.Apply();
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promptSave = false;
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}
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void SaveChanges()
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{
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GetBase();
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}
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void RevertToBase()
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{
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if (terrain == null) return;
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terrain.terrainData.SetHeights(0, 0, heights);
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heights = null;
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}
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void PaintHeightMap(Terrain terrain, SplineComputer computer, ref float[,] drawLayer, ref float[,] alphaLayer)
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{
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if (heights == null) GetBase();
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SplineSample[] results = new SplineSample[computer.iterations];
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computer.Evaluate(ref results, clipFrom, clipTo);
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Draw(results, ref drawLayer, ref alphaLayer);
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}
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int ToHeightmapSize(float value)
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{
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float avgSize = (terrain.terrainData.size.x + terrain.terrainData.size.z) / 2f;
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int result = Mathf.RoundToInt(value / avgSize * terrain.terrainData.heightmapResolution);
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return result;
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}
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Point ToHeightmapCoords(Vector3 pos)
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{
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Vector3 terrainPos = pos - terrain.transform.position;
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terrainPos.x /= terrain.terrainData.size.x;
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terrainPos.z /= terrain.terrainData.size.z;
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terrainPos.x = Mathf.Clamp01(terrainPos.x);
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terrainPos.z = Mathf.Clamp01(terrainPos.z);
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int x = Mathf.RoundToInt(terrainPos.z * terrain.terrainData.heightmapResolution);
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int y = Mathf.RoundToInt(terrainPos.x * terrain.terrainData.heightmapResolution);
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return new Point(x, y);
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}
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float ToHeightmapValue(float y)
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{
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float terrainHeight = y - terrain.transform.position.y;
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terrainHeight /= terrain.terrainData.size.y;
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return terrainHeight;
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}
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void PaintSegment(TerrainPaintPoint fromPoint, TerrainPaintPoint toPoint, ref float[,] layer, ref float[,] alphaLayer, bool writeAlpha = true, bool overWriteHeight = true)
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{
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//Flip the points if the forward one has a bigger radius so the lerp can work well
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if (Vector2.Distance(fromPoint.leftPoint.vector, fromPoint.rightPoint.vector) < Vector2.Distance(toPoint.leftPoint.vector, toPoint.rightPoint.vector))
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{
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TerrainPaintPoint temp = fromPoint;
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fromPoint = toPoint;
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toPoint = temp;
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}
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List<Point> drawn = new List<Point>();
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Vector2 currentPosition = fromPoint.leftPoint.vector;
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Vector2 fromRight = fromPoint.rightPoint.vector;
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float alphaStartPercent = 0f;
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float alphaEndPercent = 1f;
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if(feather > 0)
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{
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currentPosition += (fromPoint.leftPoint.vector - fromPoint.center.vector).normalized * feather * 4f;
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fromRight += (fromPoint.rightPoint.vector - fromPoint.center.vector).normalized * feather * 4f;
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float span = (fromPoint.leftPoint.vector - fromPoint.rightPoint.vector).magnitude / (fromRight - currentPosition).magnitude;
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float rest = (1f - span) / 2f;
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alphaStartPercent = rest;
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alphaEndPercent = 1f - rest;
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}
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float armLength = Vector2.Distance(currentPosition, fromRight);
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if (armLength < 1f) return;
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while (true)
|
||
|
{
|
||
|
float armDistance = Vector2.Distance(currentPosition, fromRight);
|
||
|
float armPercent = 1f-armDistance / armLength;
|
||
|
//This can be optimized, take it outside of the cycle
|
||
|
Point fromPos = new Point(currentPosition);
|
||
|
Vector2 leftvector = toPoint.leftPoint.vector;
|
||
|
Vector2 rightVector = toPoint.rightPoint.vector;
|
||
|
if (feather > 0)
|
||
|
{
|
||
|
leftvector += (toPoint.leftPoint.vector - toPoint.center.vector).normalized * feather * 4f;
|
||
|
rightVector += (toPoint.rightPoint.vector - toPoint.center.vector).normalized * feather * 4f;
|
||
|
}
|
||
|
Vector2 toArm = Vector2.Lerp(leftvector, rightVector, armPercent);
|
||
|
|
||
|
Point toPos = new Point(toArm);
|
||
|
int dx = Mathf.Abs(toPos.x - fromPos.x), sx = fromPos.x < toPos.x ? 1 : -1;
|
||
|
int dy = -Mathf.Abs(toPos.y - fromPos.y), sy = fromPos.y < toPos.y ? 1 : -1;
|
||
|
int err = dx + dy, e2;
|
||
|
Point current = fromPos;
|
||
|
Vector2 target = new Vector2(toPos.x - fromPos.x, toPos.y - fromPos.y);
|
||
|
|
||
|
float fromHeight = fromPoint.GetHeight(armPercent);
|
||
|
float toHeight = toPoint.GetHeight(armPercent);
|
||
|
while (true)
|
||
|
{
|
||
|
if (current.x >= 0 && current.x < layer.GetLength(0) && current.y >= 0 && current.y < layer.GetLength(1))
|
||
|
{
|
||
|
if (overWriteHeight || layer[current.x, current.y] == 0f)
|
||
|
{
|
||
|
if (!ContainsPoint(ref drawn, current))
|
||
|
{
|
||
|
Vector2 currentDist = new Vector2(current.x - fromPos.x, current.y - fromPos.y);
|
||
|
float positionPercent = Mathf.Clamp01(currentDist.magnitude / target.magnitude);
|
||
|
float height = Mathf.Lerp(fromHeight, toHeight, positionPercent);
|
||
|
float alphaValue = 0f;
|
||
|
if (armPercent >= alphaStartPercent && armPercent <= alphaEndPercent) alphaValue = 1f;
|
||
|
if (writeAlpha) Plot(current.x, current.y, height, alphaValue, ref alphaLayer, ref layer);
|
||
|
else Plot(current.x, current.y, height, alphaLayer[current.x, current.y], ref alphaLayer, ref layer);
|
||
|
drawn.Add(current);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (current.x == toPos.x && current.y == toPos.y) break;
|
||
|
e2 = 2 * err;
|
||
|
if (e2 > dy)
|
||
|
{
|
||
|
err += dy;
|
||
|
current.x += sx;
|
||
|
} else if (e2 < dx)
|
||
|
{
|
||
|
err += dx;
|
||
|
current.y += sy;
|
||
|
}
|
||
|
}
|
||
|
if (currentPosition == fromRight) break;
|
||
|
currentPosition = Vector2.MoveTowards(currentPosition, fromRight, 1f);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private bool ContainsPoint(ref List<Point> list, Point point)
|
||
|
{
|
||
|
for(int i = 0; i < list.Count; i++)
|
||
|
{
|
||
|
if (list[i].x == point.x && list[i].y == point.y) return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Draw(SplineSample[] points, ref float[,] drawLayer, ref float[,] alphaLayer)
|
||
|
{
|
||
|
List<SplineSample> selectedPoints = new List<SplineSample>();
|
||
|
Point last = new Point();
|
||
|
//Filter out points that are too close to each other
|
||
|
for (int i = 0; i < points.Length; i++)
|
||
|
{
|
||
|
Point current = ToHeightmapCoords(points[i].position + points[i].up * offset);
|
||
|
if (i == 0 || i == points.Length-1)
|
||
|
{
|
||
|
last = new Point(current.x, current.y);
|
||
|
selectedPoints.Add(points[i]);
|
||
|
} else if (Vector2.Distance(new Vector2(current.x, current.y), new Vector2(last.x, last.y)) >= 1.5f)
|
||
|
{
|
||
|
selectedPoints.Add(points[i]);
|
||
|
last = new Point(current.x, current.y);
|
||
|
}
|
||
|
}
|
||
|
if (selectedPoints.Count <= 1) return;
|
||
|
TerrainPaintPoint[] paintPoints = new TerrainPaintPoint[selectedPoints.Count];
|
||
|
for (int i = 0; i < selectedPoints.Count; i++)
|
||
|
{
|
||
|
ConvertToPaintPoint(selectedPoints[i], ref paintPoints[i]);
|
||
|
}
|
||
|
//Paint the points
|
||
|
for (int i = 0; i < paintPoints.Length - 1; i++)
|
||
|
{
|
||
|
promptSave = true;
|
||
|
PaintSegment(paintPoints[i], paintPoints[i + 1], ref drawLayer, ref alphaLayer);
|
||
|
}
|
||
|
|
||
|
SplineSample exResult = selectedPoints[0];
|
||
|
exResult.position += exResult.position - selectedPoints[1].position;
|
||
|
TerrainPaintPoint exPoint = null;
|
||
|
ConvertToPaintPoint(exResult, ref exPoint);
|
||
|
PaintSegment(paintPoints[0], exPoint, ref drawLayer, ref alphaLayer, false, false);
|
||
|
|
||
|
exResult = selectedPoints[selectedPoints.Count-1];
|
||
|
exResult.position += exResult.position - selectedPoints[selectedPoints.Count - 2].position;
|
||
|
ConvertToPaintPoint(exResult, ref exPoint);
|
||
|
PaintSegment(paintPoints[paintPoints.Length-1], exPoint, ref drawLayer, ref alphaLayer, false, false);
|
||
|
//Extrapolate the ending and the begining
|
||
|
}
|
||
|
|
||
|
TerrainPaintPoint ConvertToPaintPoint(SplineSample result, ref TerrainPaintPoint paintPoint)
|
||
|
{
|
||
|
paintPoint = new TerrainPaintPoint();
|
||
|
Vector3 right = -Vector3.Cross(result.forward, result.up).normalized * size * 0.5f * result.size;
|
||
|
Vector3 leftPoint = result.position - right + result.up * offset;
|
||
|
Vector3 rightPoint = result.position + right + result.up * offset;
|
||
|
paintPoint.center = ToHeightmapCoords(result.position + result.up * offset);
|
||
|
paintPoint.leftPoint = ToHeightmapCoords(leftPoint);
|
||
|
paintPoint.rightPoint = ToHeightmapCoords(rightPoint);
|
||
|
paintPoint.leftHeight = ToHeightmapValue(leftPoint.y);
|
||
|
paintPoint.rightHeight = ToHeightmapValue(rightPoint.y);
|
||
|
paintPoint.floatDiameter = Vector2.Distance(new Vector2(leftPoint.x, leftPoint.z), new Vector2(rightPoint.x, rightPoint.z));
|
||
|
if (paintPoint.leftHeight > maxDrawHeight) maxDrawHeight = paintPoint.leftHeight;
|
||
|
if (paintPoint.rightHeight > maxDrawHeight) maxDrawHeight = paintPoint.rightHeight;
|
||
|
return paintPoint;
|
||
|
}
|
||
|
|
||
|
|
||
|
Point Project(Point fromPoint, Point toPoint, int x, int y)
|
||
|
{
|
||
|
Vector2 dir = toPoint.vector - fromPoint.vector;
|
||
|
Vector2 point = new Vector2(x, y);
|
||
|
dir.Normalize();
|
||
|
Vector2 v = point - fromPoint.vector;
|
||
|
float d = Vector2.Dot(v, dir);
|
||
|
return new Point(fromPoint.vector + dir * d);
|
||
|
}
|
||
|
|
||
|
void GaussBlur(ref float[,] source, ref float[,] target, int r)
|
||
|
{
|
||
|
int w = source.GetLength(0);
|
||
|
int h = source.GetLength(1);
|
||
|
int[] bxs = GBGetBoxes(r, 3);
|
||
|
float[] flatSource = new float[source.GetLength(0) * source.GetLength(1)];
|
||
|
float[] flatTarget = new float[source.GetLength(0) * source.GetLength(1)];
|
||
|
for (int x = 0; x < source.GetLength(0); x++)
|
||
|
{
|
||
|
for (int y = 0; y < source.GetLength(1); y++)
|
||
|
{
|
||
|
if (r == 0) target[x, y] = source[x, y];
|
||
|
else flatSource[x * source.GetLength(0) + y] = source[x, y];
|
||
|
}
|
||
|
}
|
||
|
if (r == 0) return;
|
||
|
BoxBlur(ref flatSource, ref flatTarget, w, h, (bxs[0] - 1) / 2);
|
||
|
BoxBlur(ref flatTarget, ref flatSource, w, h, (bxs[1] - 1) / 2);
|
||
|
BoxBlur(ref flatSource, ref flatTarget, w, h, (bxs[2] - 1) / 2);
|
||
|
|
||
|
for (int i = 0; i < flatSource.Length; i++)
|
||
|
{
|
||
|
int x = Mathf.FloorToInt(i / source.GetLength(0));
|
||
|
int y = i - x * source.GetLength(0);
|
||
|
target[x, y] = flatTarget[i];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int[] GBGetBoxes(int sigma, int n)
|
||
|
{
|
||
|
float wIdeal = Mathf.Sqrt((12 * sigma * sigma / n) + 1);
|
||
|
int wl = Mathf.FloorToInt(wIdeal); if (wl % 2 == 0) wl--;
|
||
|
int wu = wl + 2;
|
||
|
|
||
|
float mIdeal = (12 * sigma * sigma - n * wl * wl - 4 * n * wl - 3 * n) / (-4 * wl - 4);
|
||
|
float m = Mathf.Round(mIdeal);
|
||
|
|
||
|
int[] sizes = new int[n];
|
||
|
for (int i = 0; i < n; i++) sizes[i] = i < m ? wl : wu;
|
||
|
return sizes;
|
||
|
}
|
||
|
|
||
|
void BoxBlur(ref float[] source, ref float[] target, int w, int h, int r)
|
||
|
{
|
||
|
for (int i = 0; i < source.Length; i++) target[i] = source[i];
|
||
|
HorizontalBlur(ref target, ref source, w, h, r);
|
||
|
VerticalBlur(ref source, ref target, w, h, r);
|
||
|
}
|
||
|
|
||
|
void HorizontalBlur(ref float[] source, ref float[] target, int w, int h, int r)
|
||
|
{
|
||
|
float iarr = 1f / (r*2f + 1f);
|
||
|
for (int i = 0; i < h; i++)
|
||
|
{
|
||
|
int ti = i * w, li = ti, ri = ti + r;
|
||
|
float fv = source[ti], lv = source[ti + w - 1], val = (r + 1) * fv;
|
||
|
for (int j = 0; j < r; j++) val += source[ti + j];
|
||
|
for (int j = 0; j <= r; j++) { val += source[ri++] - fv; target[ti++] = val * iarr; }
|
||
|
for (int j = r + 1; j < w - r; j++) { val += source[ri++] - source[li++]; target[ti++] = val * iarr; }
|
||
|
for (int j = w - r; j < w; j++) { val += lv - source[li++]; target[ti++] = val * iarr; }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void VerticalBlur(ref float[] source, ref float[] target, int w, int h, int r)
|
||
|
{
|
||
|
float iarr = 1f / (r * 2f + 1f);
|
||
|
for (int i = 0; i < w; i++)
|
||
|
{
|
||
|
int ti = i, li = ti, ri = ti + r * w;
|
||
|
float fv = source[ti], lv = source[ti + w * (h - 1)], val = (r + 1) * fv;
|
||
|
for (var j = 0; j < r; j++) val += source[ti + j * w];
|
||
|
for (var j = 0; j <= r; j++) { val += source[ri] - fv; target[ti] = val * iarr; ri += w; ti += w; }
|
||
|
for (var j = r + 1; j < h - r; j++) { val += source[ri] - source[li]; target[ti] = val * iarr; li += w; ri += w; ti += w; }
|
||
|
for (var j = h - r; j < h; j++) { val += lv - source[li]; target[ti] = val * iarr; li += w; ti += w; }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
private void Plot(int x, int y, float value, float alpha, ref float[,] alphaTarget, ref float[,] target)
|
||
|
{
|
||
|
if (x < 0 || x >= target.GetLength(0)) return;
|
||
|
if (y < 0 || y >= target.GetLength(1)) return;
|
||
|
if (value > target[x, y])
|
||
|
{
|
||
|
target[x, y] = value;
|
||
|
alphaTarget[x, y] = alpha;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|