rabidus-test/Assets/Dreamteck/Splines/Editor/Tools/LevelTerrainTool.cs

657 lines
27 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace Dreamteck.Splines
{
public class LevelTerrainTool : SplineTool
{
public override string GetName()
{
return "Level Terrain";
}
protected override string GetPrefix()
{
return "LevelTerrainTool";
}
public struct Point
{
public int x;
public int y;
public Vector2 vector
{
get { return new Vector2(x, y); }
set {
x = (int)value.x;
y = (int)value.y;
}
}
public Point(int newX, int newY)
{
x = newX;
y = newY;
}
public Point(Vector2 input)
{
x = Mathf.RoundToInt(input.x);
y = Mathf.RoundToInt(input.y);
}
}
public class TerrainPaintPoint
{
public Point leftPoint;
public Point rightPoint;
public float leftHeight = 0f;
public float rightHeight = 0f;
public Point center;
public float floatDiameter = 0f;
public float GetHeight(float percent)
{
return Mathf.Lerp(leftHeight, rightHeight, percent);
}
}
public float size = 1f;
public int feather = 1;
public float offset = 0f;
public float clipFrom = 0f;
public float clipTo = 1f;
private float[,] heights = null;
private Texture2D brushPreview = null;
private Texture2D basePreview = null;
private Texture2D drawPreview = null;
private float maxDrawHeight = 0f;
private bool init = false;
Terrain terrain = null;
void GetSplinesAndTerrain()
{
if(splines.Count == 0) GetSplines();
for (int i = 0; i < Selection.gameObjects.Length; i++)
{
if (terrain == null) terrain = Selection.gameObjects[i].GetComponent<Terrain>();
}
Terrain[] terrains = GameObject.FindObjectsOfType<Terrain>();
if(terrains.Length == 1)
{
//if there is only one terrain in the scene, automatically select it
terrain = terrains[0];
}
}
void OnGUI()
{
// Draw();
}
public override void Open(EditorWindow window)
{
base.Open(window);
GetSplinesAndTerrain();
}
public override void Close()
{
base.Close();
if (promptSave)
{
if (EditorUtility.DisplayDialog("Apply changes?", "Changes to the terrain have been made. Do you want to keep them?", "Yes", "No"))
{
SaveChanges();
}
else RevertToBase();
}
}
public override void Draw(Rect windowRect)
{
base.Draw(windowRect);
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
terrain = (Terrain)EditorGUILayout.ObjectField("Terrain", terrain, typeof(Terrain), true);
if (EditorGUI.EndChangeCheck())
{
heights = null;
}
if (splines.Count == 0) EditorGUILayout.HelpBox("No spline selected! Select an object with a SplineComputer component.", MessageType.Warning);
if (terrain == null) EditorGUILayout.HelpBox("No terrain selected! You need to select a terrain.", MessageType.Warning);
if (splines.Count == 0 || terrain == null) return;
if (!init)
{
init = true;
brushPreview = GenerateBrushThumbnail();
}
if (heights == null)
{
GetBase();
}
GUILayout.BeginHorizontal();
GUILayout.BeginVertical();
float lastSize = size;
size = EditorGUILayout.FloatField("Brush radius", size);
if (size < 0f) size = 0f;
if(lastSize != size) brushPreview = GenerateBrushThumbnail();
int lastBlur = feather;
int maxFeatherCount = Mathf.Max(heights.GetLength(0)/64, 2);
feather = EditorGUILayout.IntSlider("Feather", feather, 0, maxFeatherCount);
if (lastBlur != feather) brushPreview = GenerateBrushThumbnail();
GUILayout.EndVertical();
GUILayout.Box("", GUILayout.Width(64), GUILayout.Height(64));
Rect rect = GUILayoutUtility.GetLastRect();
GUI.DrawTexture(rect, brushPreview);
GUILayout.EndHorizontal();
offset = EditorGUILayout.FloatField("Height offset", offset);
EditorGUILayout.MinMaxSlider(new GUIContent("Spline range"), ref clipFrom, ref clipTo, 0f, 1f);
if (GUILayout.Button("Level")) CarveTerrain();
GUILayout.BeginHorizontal();
GUILayout.Label("Terrain heightmap:");
GUILayout.Label("Path heightmap:");
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Box("", GUILayout.Width((windowRect.width-10)/2), GUILayout.Height((windowRect.width - 10) / 2));
rect = GUILayoutUtility.GetLastRect();
GUI.DrawTexture(rect, basePreview);
GUILayout.Box("", GUILayout.Width((windowRect.width - 10) / 2), GUILayout.Height((windowRect.width - 10) / 2));
rect = GUILayoutUtility.GetLastRect();
GUI.DrawTexture(rect, drawPreview);
GUILayout.EndHorizontal();
if (promptSave)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Revert")) RevertToBase();
if (GUILayout.Button("Apply")) SaveChanges();
GUILayout.EndHorizontal();
}
}
void OnFocus()
{
GetSplinesAndTerrain();
if (promptSave)
{
bool isChanged = false;
float[,] newHeights = terrain.terrainData.GetHeights(0, 0, terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution);
if (newHeights.GetLength(0) != heights.GetLength(0) || newHeights.GetLength(1) != heights.GetLength(1))
{
isChanged = true;
} else {
for (int x = 0; x < heights.GetLength(0); x++)
{
for (int y = 0; y < heights.GetLength(1); y++)
{
if (heights[x,y] != newHeights[x, y])
{
isChanged = true;
break;
}
}
}
}
if (isChanged)
{
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"))
{
GetBase();
}
}
}
}
void OnLostFocus()
{
// RevertToBase();
}
void CarveTerrain()
{
float[,] drawLayer = new float[terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution];
float[,] alphaLayer = new float[terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution];
Undo.RecordObject(terrain, "Carve");
for (int i = 0; i < splines.Count; i++)
{
PaintHeightMap(terrain, splines[i], ref drawLayer, ref alphaLayer);
}
float[,] blurLayer = new float[drawLayer.GetLength(0), drawLayer.GetLength(1)];
GaussBlur(ref drawLayer, ref blurLayer, feather);
float[,] blurAlphaLayer = new float[drawLayer.GetLength(0), drawLayer.GetLength(1)];
GaussBlur(ref alphaLayer, ref blurAlphaLayer, feather);
float[,] finalLayer = new float[drawLayer.GetLength(0), drawLayer.GetLength(1)];
Color[] pixels = drawPreview.GetPixels();
drawPreview = new Texture2D(drawLayer.GetLength(0), drawLayer.GetLength(1));
for (int x = 0; x < drawLayer.GetLength(0); x++)
{
for (int y = 0; y < drawLayer.GetLength(1); y++)
{
finalLayer[x, y] = Mathf.Lerp(heights[x, y], blurLayer[x, y], blurAlphaLayer[x,y]);
pixels[x * drawPreview.width + y] = Color.Lerp(Color.black, Color.white, blurLayer[x, y]/maxDrawHeight*blurAlphaLayer[x,y]);
}
}
terrain.terrainData.SetHeights(0, 0, finalLayer);
drawPreview.SetPixels(pixels);
drawPreview.Apply();
}
Texture2D GenerateBrushThumbnail()
{
Texture2D tex = new Texture2D(65, 65, TextureFormat.RGB24, false);
Color[] colors = tex.GetPixels();
for (int i = 0; i < colors.Length; i++)
{
colors[i] = Color.white;
}
//Get the brush size, compared to the blur amount
int hmSize = ToHeightmapSize(size);
float percent = 1f;
if(hmSize > 0) percent = Mathf.Clamp01((float)(feather* feather) / hmSize);
int r = Mathf.RoundToInt(30 * (1f - percent));
int center = 32;
for (int x = center - 30; x <= center; x++)
{
for (int y = center - 30; y <= center; y++)
{
float value = (x - center) * (x - center) + (y - center) * (y - center);
int xSym = center - (x - center);
int ySym = center - (y - center);
if (value <= r * r)
{
colors[x * tex.width + y] = Color.black;
colors[xSym * tex.width + y] = Color.black;
colors[x * tex.width + ySym] = Color.black;
colors[xSym * tex.width + ySym] = Color.black;
} else
if (value <= 30 * 30 && value > r*r)
{
float rr = r * r;
float val = value - rr;
float div = 30 * 30 - rr;
float alpha = Mathf.Clamp01(val / div);
//Debug.Log(val + "/" + div + " = " + alpha);
Color col = Color.Lerp(Color.black, Color.white, alpha);
colors[x * tex.width + y] = col;
colors[xSym * tex.width + y] = col;
colors[x * tex.width + ySym] = col;
colors[xSym * tex.width + ySym] = col;
}
if (value <= 30 * 30 && value >= 29 * 29)
{
Color col = Color.Lerp(Color.gray, Color.white, 1f-percent);
colors[x * tex.width + y] = col;
colors[xSym * tex.width + y] = col;
colors[x * tex.width + ySym] = col;
colors[xSym * tex.width + ySym] = col;
}
}
}
tex.SetPixels(colors);
tex.Apply();
return tex;
}
void GetBase()
{
GetSplinesAndTerrain();
if (terrain == null) return;
heights = terrain.terrainData.GetHeights(0, 0, terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution);
basePreview = new Texture2D(heights.GetLength(0), heights.GetLength(1));
drawPreview = new Texture2D(heights.GetLength(0), heights.GetLength(1));
Color[] pixels = new Color[basePreview.width * basePreview.height];
Color[] blackPixels = new Color[basePreview.width * basePreview.height];
float maxHeight = 0f;
for (int x = 0; x < basePreview.width; x++)
{
for(int y = 0; y < basePreview.height; y++)
{
if (heights[x, y] > maxHeight) maxHeight = heights[x, y];
pixels[x * basePreview.width + y] = Color.Lerp(Color.black, Color.white, heights[x, y]);
blackPixels[x * basePreview.width + y] = Color.black;
}
}
if(maxHeight > 0f)
{
for (int x = 0; x < basePreview.width; x++)
{
for (int y = 0; y < basePreview.height; y++)
{
pixels[x * basePreview.width + y] /= maxHeight;
}
}
}
basePreview.SetPixels(pixels);
basePreview.Apply();
drawPreview.SetPixels(blackPixels);
drawPreview.Apply();
promptSave = false;
}
void SaveChanges()
{
GetBase();
}
void RevertToBase()
{
if (terrain == null) return;
terrain.terrainData.SetHeights(0, 0, heights);
heights = null;
}
void PaintHeightMap(Terrain terrain, SplineComputer computer, ref float[,] drawLayer, ref float[,] alphaLayer)
{
if (heights == null) GetBase();
SplineSample[] results = new SplineSample[computer.iterations];
computer.Evaluate(ref results, clipFrom, clipTo);
Draw(results, ref drawLayer, ref alphaLayer);
}
int ToHeightmapSize(float value)
{
float avgSize = (terrain.terrainData.size.x + terrain.terrainData.size.z) / 2f;
int result = Mathf.RoundToInt(value / avgSize * terrain.terrainData.heightmapResolution);
return result;
}
Point ToHeightmapCoords(Vector3 pos)
{
Vector3 terrainPos = pos - terrain.transform.position;
terrainPos.x /= terrain.terrainData.size.x;
terrainPos.z /= terrain.terrainData.size.z;
terrainPos.x = Mathf.Clamp01(terrainPos.x);
terrainPos.z = Mathf.Clamp01(terrainPos.z);
int x = Mathf.RoundToInt(terrainPos.z * terrain.terrainData.heightmapResolution);
int y = Mathf.RoundToInt(terrainPos.x * terrain.terrainData.heightmapResolution);
return new Point(x, y);
}
float ToHeightmapValue(float y)
{
float terrainHeight = y - terrain.transform.position.y;
terrainHeight /= terrain.terrainData.size.y;
return terrainHeight;
}
void PaintSegment(TerrainPaintPoint fromPoint, TerrainPaintPoint toPoint, ref float[,] layer, ref float[,] alphaLayer, bool writeAlpha = true, bool overWriteHeight = true)
{
//Flip the points if the forward one has a bigger radius so the lerp can work well
if (Vector2.Distance(fromPoint.leftPoint.vector, fromPoint.rightPoint.vector) < Vector2.Distance(toPoint.leftPoint.vector, toPoint.rightPoint.vector))
{
TerrainPaintPoint temp = fromPoint;
fromPoint = toPoint;
toPoint = temp;
}
List<Point> drawn = new List<Point>();
Vector2 currentPosition = fromPoint.leftPoint.vector;
Vector2 fromRight = fromPoint.rightPoint.vector;
float alphaStartPercent = 0f;
float alphaEndPercent = 1f;
if(feather > 0)
{
currentPosition += (fromPoint.leftPoint.vector - fromPoint.center.vector).normalized * feather * 4f;
fromRight += (fromPoint.rightPoint.vector - fromPoint.center.vector).normalized * feather * 4f;
float span = (fromPoint.leftPoint.vector - fromPoint.rightPoint.vector).magnitude / (fromRight - currentPosition).magnitude;
float rest = (1f - span) / 2f;
alphaStartPercent = rest;
alphaEndPercent = 1f - rest;
}
float armLength = Vector2.Distance(currentPosition, fromRight);
if (armLength < 1f) return;
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;
}
}
}
}