653 lines
27 KiB
C#
653 lines
27 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Gaia
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{
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[System.Serializable]
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public class BakedMaskCacheEntry
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{
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public string fileName;
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public string assetPath;
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public string fullPath;
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public RenderTexture texture;
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}
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[System.Serializable]
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public class BakedMaskCache : UnityEngine.Object
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{
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public bool m_autoSpawnRunning = false;
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//bool m_cacheClearedForAutoSpawn = false;
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public GaiaSession m_gaiaSession;
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public GaiaSessionManager m_gaiaSessionManager;
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private Terrain m_worldMapTerrain;
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public BakedMaskCacheEntry[] m_cacheEntries {
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get
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{
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if (m_gaiaSession == null)
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{
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m_gaiaSession = GaiaSessionManager.GetSessionManager(false).m_session;
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}
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return m_gaiaSession.m_bakedMaskCacheEntries;
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}
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set
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{
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if (m_gaiaSession == null)
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{
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m_gaiaSession = GaiaSessionManager.GetSessionManager(false).m_session;
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}
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m_gaiaSession.m_bakedMaskCacheEntries = value;
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}
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}
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public RenderTexture BakeTerrainTagCollisions(Terrain terrain, string tag, float radius)
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{
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GameObject[] allGOsWithTag = new GameObject[0];
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bool tagFound = false;
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try
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{
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allGOsWithTag = GameObject.FindGameObjectsWithTag(tag);
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tagFound = true;
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}
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catch
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{
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tagFound = false;
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}
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if (!tagFound)
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{
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Debug.LogWarning("Could not find Game Objects for tag: " + tag + " when trying to bake a collision mask. Does this tag exist?" );
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return null;
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}
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//Array to store all positions and radi of the objects
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Vector4[] posAndRad = new Vector4[allGOsWithTag.Length];
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for (int i = 0; i < allGOsWithTag.Length; i++)
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{
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//need scalar position on the terrain from 0..1
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//get relative positon on the terrain first
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float scaleFactor = (allGOsWithTag[i].transform.localScale.x + allGOsWithTag[i].transform.localScale.z) / 2f;
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Vector4 v4 = new Vector4(allGOsWithTag[i].transform.position.x, allGOsWithTag[i].transform.position.y, allGOsWithTag[i].transform.position.z, WorldDistance2UVDistance(terrain, radius * scaleFactor));
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v4.x -= terrain.transform.position.x;
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v4.y -= terrain.transform.position.y;
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v4.z -= terrain.transform.position.z;
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//now make that relative position scalar (0..1)
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v4.x /= terrain.terrainData.size.x;
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v4.y /= terrain.terrainData.size.y;
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v4.z /= terrain.terrainData.size.z;
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//flip on z-axis
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v4.z = 1 - v4.z;
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posAndRad[i] = v4;
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}
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string fileName = GetTagCollisionMaskFileName(terrain, tag, radius);
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return BakeVectorArrayForTerrain(posAndRad, terrain, fileName);
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}
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public void WriteCacheToDisk()
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{
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#if UNITY_EDITOR
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int length = m_cacheEntries.Length;
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for (int i = 0; i < length; i++)
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{
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ImageProcessing.WriteRenderTexture(m_cacheEntries[i].fullPath, m_cacheEntries[i].texture);
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//var importer = AssetImporter.GetAtPath(collisionMaskCache[i].assetPath) as TextureImporter;
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////Set texture up as readable, otherwise it can create issues when overwriting later
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//if (importer != null)
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//{
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// importer.textureType = TextureImporterType.Default;
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// importer.isReadable = true;
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//}
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//Refresh mask immediately by reimporting it in the same step
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AssetDatabase.ImportAsset(m_cacheEntries[i].assetPath, ImportAssetOptions.ForceUpdate);
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m_cacheEntries[i].texture = null;
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}
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//clear the cache for a clean start, this will free the cache from outdated entries, etc.
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//the cache will be rebuilt quickly only with the relevant files which are saved to disk now.
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m_cacheEntries = new BakedMaskCacheEntry[0];
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#endif
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}
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public RenderTexture BakeTerrainWorldBiomeMask(Terrain terrain, string worldBiomeMaskGUID)
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{
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if (m_gaiaSessionManager == null)
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{
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m_gaiaSessionManager = GaiaSessionManager.GetSessionManager(false);
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}
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if (m_worldMapTerrain == null)
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{
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m_worldMapTerrain = TerrainHelper.GetWorldMapTerrain();
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}
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if (m_worldMapTerrain ==null)
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{
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Debug.LogWarning("Found no world map terrain for baking a world biome mask.");
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return null;
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}
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if (String.IsNullOrEmpty(worldBiomeMaskGUID))
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{
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return null;
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}
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if (m_gaiaSessionManager.m_session == null)
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{
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Debug.LogWarning("Found no session for baking a world biome mask.");
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return null;
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}
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if (m_gaiaSessionManager.m_session.m_worldBiomeMaskSettings == null)
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{
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Debug.LogWarning("Found no world designer settings in the session for baking a world biome mask.");
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return null;
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}
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//we need to apply the mask stack for this biome mask on the world map to get the result, then copy the appropiate rectangle for the queried terrain into the cache & return it.
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bool worldMapActiveState = m_worldMapTerrain.gameObject.activeInHierarchy;
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m_worldMapTerrain.gameObject.SetActive(true);
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GameObject emptyGO = new GameObject();
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emptyGO.transform.position = new Vector3(m_worldMapTerrain.transform.position.x + m_worldMapTerrain.terrainData.size.x / 2f, m_worldMapTerrain.transform.position.y, m_worldMapTerrain.transform.position.z + +m_worldMapTerrain.terrainData.size.z / 2f);
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GaiaMultiTerrainOperation operation = new GaiaMultiTerrainOperation(m_worldMapTerrain, emptyGO.transform, m_worldMapTerrain.terrainData.size.x);
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operation.m_isWorldMapOperation = true;
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operation.GetHeightmap();
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operation.GetNormalmap();
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operation.CollectTerrainBakedMasks();
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RenderTextureDescriptor rtDescriptor = operation.RTbakedMask.descriptor;
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RenderTexture inputTexture = RenderTexture.GetTemporary(rtDescriptor);
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RenderTexture currentRT = RenderTexture.active;
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RenderTexture.active = inputTexture;
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GL.Clear(true, true, Color.white);
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RenderTexture.active = currentRT;
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RenderTexture ruleOutputTexture = RenderTexture.GetTemporary(rtDescriptor);
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ImageMask[] maskStack = m_gaiaSessionManager.m_session.m_worldBiomeMaskSettings.m_spawnerRules.Find(x=>x.GUID == worldBiomeMaskGUID).m_imageMasks;
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//Calculate Target position &/ resolution
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BoundsDouble bounds = new BoundsDouble();
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TerrainHelper.GetTerrainBounds(ref bounds);
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bounds.center -= TerrainLoaderManager.Instance.GetOrigin();
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RenderTexture chunkContent = new RenderTexture(terrain.terrainData.heightmapTexture.descriptor);
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int maxTilesX = Mathf.RoundToInt((float)bounds.size.x / terrain.terrainData.size.x);
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int maxTilesZ = Mathf.RoundToInt((float)bounds.size.z / terrain.terrainData.size.z);
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int currentTileX = Mathf.RoundToInt((terrain.transform.position.x - (float)bounds.min.x) / terrain.terrainData.size.x);
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int currentTileZ = Mathf.RoundToInt((terrain.transform.position.z - (float)bounds.min.z) / terrain.terrainData.size.z);
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float res = (terrain.terrainData.heightmapResolution) / ((float)bounds.size.x / terrain.terrainData.bounds.size.x * (terrain.terrainData.heightmapResolution - 1));
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Bounds worldSpaceBounds = terrain.terrainData.bounds;
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worldSpaceBounds.center = new Vector3(worldSpaceBounds.center.x + terrain.transform.position.x, worldSpaceBounds.center.y + terrain.transform.position.y, worldSpaceBounds.center.z + terrain.transform.position.z);
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float xPos = ((float)currentTileX * terrain.terrainData.heightmapResolution) / (maxTilesX * terrain.terrainData.heightmapResolution);
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float zPos = ((float)currentTileZ * terrain.terrainData.heightmapResolution) / (maxTilesZ * terrain.terrainData.heightmapResolution);
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Vector2 pos = new Vector2(xPos, zPos);
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//If we have a mask stack, we need to process it
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if (maskStack != null && maskStack.Length > 0)
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{
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//We start from a white texture, so we need the first mask action in the stack to always be "Multiply", otherwise there will be no result.
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maskStack[0].m_blendMode = ImageMaskBlendMode.Multiply;
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float maxWorldHeight = 0f;
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float minWorldHeight = 0f;
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m_gaiaSessionManager.GetWorldMinMax(ref minWorldHeight, ref maxWorldHeight, true);
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//Iterate through all image masks and set up the current paint context in case the shader uses heightmap data
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foreach (ImageMask mask in maskStack)
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{
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mask.m_multiTerrainOperation = operation;
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mask.m_seaLevel = m_gaiaSessionManager.GetSeaLevel(true);
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mask.m_maxWorldHeight = maxWorldHeight;
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mask.m_minWorldHeight = minWorldHeight;
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}
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Graphics.Blit(ImageProcessing.ApplyMaskStack(inputTexture, ruleOutputTexture, maskStack, ImageMaskInfluence.Local), ruleOutputTexture);
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}
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else
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{
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//no mask stack -> just blit the white input texture over as the output
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Graphics.Blit(inputTexture, ruleOutputTexture);
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}
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operation.CloseOperation();
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DestroyImmediate(emptyGO);
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RenderTexture.ReleaseTemporary(inputTexture);
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m_worldMapTerrain.gameObject.SetActive(worldMapActiveState);
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//copy the rule output into the right size for the requested terrain chunk
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Graphics.Blit(ruleOutputTexture, chunkContent, new Vector2(res, res), pos);
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//ImageProcessing.WriteRenderTexture("D:\\chunkContent" + terrain.name, chunkContent);
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string filename = GetWorldBiomeMaskFilename(terrain, worldBiomeMaskGUID);
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SaveBakedMaskInCache(chunkContent, terrain, filename);
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RenderTexture.ReleaseTemporary(ruleOutputTexture);
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return chunkContent;
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}
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public RenderTexture BakeTerrainTreeCollisions(Terrain terrain, int treePrototypeId, string spawnRuleGUID, float boundsRadius)
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{
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//Iterate through the trees and build a v4 array with the positions
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TreeInstance[] allRelevantTrees = terrain.terrainData.treeInstances.Where(x => x.prototypeIndex == treePrototypeId).ToArray();
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//Array to store all positions and radi of the tree
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Vector4[] posAndRad = new Vector4[allRelevantTrees.Length];
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for (int i = 0; i < allRelevantTrees.Length; i++)
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{
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//note the flip on the z-axis
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posAndRad[i] = new Vector4(allRelevantTrees[i].position.x, allRelevantTrees[i].position.y, 1-allRelevantTrees[i].position.z, WorldDistance2UVDistance(terrain,boundsRadius * allRelevantTrees[i].widthScale));
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}
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string fileName = GetTreeCollisionMaskFileName(terrain, spawnRuleGUID, boundsRadius);
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return BakeVectorArrayForTerrain(posAndRad, terrain, fileName);
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}
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/// <summary>
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/// Converts a regular world space unity unit distance to a distance in scalar (0-1) UV-space on a terrain.
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/// </summary>
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/// <param name="Terrain">The terrain on which the conversion takes place</param>
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/// <param name="distance">The distance to convert.</param>
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/// <returns></returns>
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private float WorldDistance2UVDistance(Terrain terrain, float distance)
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{
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float longerSideLength = Mathf.Max(terrain.terrainData.size.x, terrain.terrainData.size.z);
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return Mathf.InverseLerp(0, longerSideLength, distance);
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}
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private RenderTexture BakeVectorArrayForTerrain(Vector4[] posAndRad, Terrain terrain, string filename)
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{
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//setting up with default settings from the paint context source render texture
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RenderTextureDescriptor rtDesc = new RenderTextureDescriptor();
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rtDesc.autoGenerateMips = true;
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rtDesc.bindMS = false;
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rtDesc.colorFormat = RenderTextureFormat.R16;
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rtDesc.depthBufferBits = 0;
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rtDesc.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
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rtDesc.enableRandomWrite = true;
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rtDesc.graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.R16_UNorm;
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rtDesc.height = Mathf.RoundToInt(terrain.terrainData.size.z);
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rtDesc.memoryless = RenderTextureMemoryless.None;
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rtDesc.msaaSamples = 1;
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rtDesc.sRGB = false;
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rtDesc.shadowSamplingMode = UnityEngine.Rendering.ShadowSamplingMode.None;
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rtDesc.useDynamicScale = false;
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rtDesc.useMipMap = false;
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rtDesc.volumeDepth = 1;
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rtDesc.vrUsage = VRTextureUsage.None;
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rtDesc.width = Mathf.RoundToInt(terrain.terrainData.size.x);
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RenderTexture collisionMask = new RenderTexture(rtDesc);
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RenderTexture currentRT = RenderTexture.active;
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RenderTexture.active = collisionMask;
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//we start with a full white texture, the areas that would create a collision are painted in black
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GL.Clear(true, true, Color.white);
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RenderTexture.active = currentRT;
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//We need a buffer texture to continously feed the output of the tree collision baking back into the shader.
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//while still iterating through the trees.
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RenderTexture collisionMaskBuffer = RenderTexture.GetTemporary(collisionMask.descriptor);
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//Clear the buffer for a clean start
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Graphics.Blit(collisionMask, collisionMaskBuffer);
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//Prepare a material that will bake the trees into a mask as we spawn them
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Material treeBakeMat = new Material(Shader.Find("Hidden/Gaia/TreeCollisionMaskBaking"));
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treeBakeMat.SetFloat("_Strength", 1f);
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AnimationCurve tempCurve = new AnimationCurve(new Keyframe[] { new Keyframe { time = 0, value = 1 }, new Keyframe { time = 1, value = 0 } });
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Texture2D tempTexture = new Texture2D(256, 1);
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ImageProcessing.CreateMaskCurveTexture(ref tempTexture);
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ImageProcessing.BakeCurveTexture(tempCurve, tempTexture);
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treeBakeMat.SetTexture("_DistanceMaskTex", tempTexture);
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treeBakeMat.SetInt("_Invert", 0);
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//Iterate through the trees and bake
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foreach (Vector4 v4 in posAndRad)
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{
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treeBakeMat.SetFloat("_BoundsRadius", v4.w);
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treeBakeMat.SetVector("_TargetPosition", new Vector4(v4.x, v4.z, 0, 0));
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treeBakeMat.SetTexture("_InputTex", collisionMaskBuffer);
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Graphics.Blit(collisionMaskBuffer, collisionMask, treeBakeMat, 2);
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Graphics.Blit(collisionMask, collisionMaskBuffer);
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}
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//Store the final result in the appropiate file
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SaveBakedMaskInCache(collisionMask, terrain, filename);
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//Clean Up
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DestroyImmediate(tempTexture);
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tempTexture = null;
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//RenderTexture.ReleaseTemporary(collisionMask);
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RenderTexture.ReleaseTemporary(collisionMaskBuffer);
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return collisionMask;
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}
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private string GetTreeCollisionMaskFileName(Terrain terrain, string spawnRuleGUID, float radius)
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{
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return terrain.name + "_" + BakedMaskTypeInternal.TerrainTree.ToString() + "_" + spawnRuleGUID + "_" + radius.ToString();
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}
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private string GetTreeCollisionMaskSearchString(string spawnRuleGUID)
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{
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return BakedMaskTypeInternal.TerrainTree.ToString() + "_" + spawnRuleGUID.ToString();
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}
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private string GetTagCollisionMaskFileName(Terrain terrain, string m_tag, float radius)
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{
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return terrain.name + "_" + BakedMaskTypeInternal.Tag.ToString() + "_" + m_tag + "_" + radius.ToString();
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}
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private string GetTagCollisionMaskSearchString(string tag)
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{
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return BakedMaskTypeInternal.Tag.ToString() + "_" + tag;
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}
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private string GetWorldBiomeMaskFilename(Terrain terrain, string GUID)
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{
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return terrain.name + "_" + BakedMaskTypeInternal.WorldBiomeMask.ToString() + "_" + GUID;
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}
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private string GetWorldBiomeMaskSearchString(string GUID)
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{
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return BakedMaskTypeInternal.WorldBiomeMask.ToString() + "_" + GUID;
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}
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private void SaveBakedMaskInCache(RenderTexture renderTexture, Terrain terrain, string fileName)
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{
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if (m_cacheEntries == null)
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{
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m_cacheEntries = new BakedMaskCacheEntry[0];
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}
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//Convert the RT
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//Texture2D texture = GaiaUtils.ConvertRenderTextureToTexture2D(renderTexture);
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//texture.name = fileName;
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//Check if there is an entry already
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int length = m_cacheEntries.Length;
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bool found = false;
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for (int i = 0; i < length; i++)
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{
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if (m_cacheEntries[i].fileName == fileName)
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{
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//found an entry, update with new render texture
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found = true;
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if (m_cacheEntries[i].texture != null)
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{
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m_cacheEntries[i].texture.Release();
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DestroyImmediate(m_cacheEntries[i].texture);
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}
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WriteCacheEntry(m_cacheEntries[i], renderTexture, terrain, fileName);
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break;
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}
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}
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//Not found? Need to append cache array and write the new entry at the end
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if (!found)
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{
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AddNewCollisionMaskCacheEntry(renderTexture, terrain, fileName);
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}
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}
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private void AddNewCollisionMaskCacheEntry(RenderTexture texture, Terrain terrain, string fileName)
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{
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BakedMaskCacheEntry[] newArray = new BakedMaskCacheEntry[m_cacheEntries.Length + 1];
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int length2 = m_cacheEntries.Length;
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for (int i = 0; i < length2; i++)
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{
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newArray[i] = m_cacheEntries[i];
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}
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newArray[newArray.Length - 1] = new BakedMaskCacheEntry();
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WriteCacheEntry(newArray[newArray.Length - 1], texture, terrain, fileName);
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m_cacheEntries = newArray;
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//EditorUtility.SetDirty(this);
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#if UNITY_EDITOR
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EditorUtility.SetDirty(GaiaSessionManager.GetSessionManager(false));
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#endif
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}
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private void WriteCacheEntry(BakedMaskCacheEntry entry, RenderTexture texture, Terrain terrain, string fileName)
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{
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//build the paths
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string assetPath = GaiaDirectories.GetTerrainCollisionDirectory(terrain) + "/" + fileName;
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string fullPath = assetPath.Replace("Assets", Application.dataPath);
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//clear old texture
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if (entry.texture != null && entry.texture != Texture2D.whiteTexture)
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{
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UnityEngine.Object.DestroyImmediate(entry.texture);
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entry.texture = null;
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}
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//overwrite texture contents
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entry.texture = texture;
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//assign Paths & name
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entry.fileName = fileName;
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entry.assetPath = assetPath;
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entry.fullPath = fullPath;
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//EditorUtility.SetDirty(entry);
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//ImageProcessing.WriteTexture2D(entry.fullPath, entry.texture);
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//AssetDatabase.ImportAsset(entry.assetPath, ImportAssetOptions.ForceUpdate);
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}
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public RenderTexture LoadBakedMask(Terrain terrain, BakedMaskTypeInternal type, float radius, int id = 0, string tag = "", string GUID ="")
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{
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if (m_cacheEntries == null)
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{
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m_cacheEntries = new BakedMaskCacheEntry[0];
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}
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string fileName = "";
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switch (type)
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|
{
|
|
case BakedMaskTypeInternal.TerrainTree:
|
|
fileName = GetTreeCollisionMaskFileName(terrain, GUID, radius);
|
|
break;
|
|
|
|
case BakedMaskTypeInternal.Tag:
|
|
fileName = GetTagCollisionMaskFileName(terrain, tag, radius);
|
|
break;
|
|
case BakedMaskTypeInternal.WorldBiomeMask:
|
|
fileName = GetWorldBiomeMaskFilename(terrain, GUID);
|
|
break;
|
|
default:
|
|
return null;
|
|
}
|
|
|
|
if (fileName != "")
|
|
{
|
|
//file in cache? If yes, return from there
|
|
int length = m_cacheEntries.Length;
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
if (m_cacheEntries[i].fileName == fileName)
|
|
//does it have a texture as well?
|
|
if (m_cacheEntries[i].texture != null)
|
|
{
|
|
//found it, we can return it & are done
|
|
return m_cacheEntries[i].texture;
|
|
}
|
|
}
|
|
|
|
//not in cache? We need to bake it then!
|
|
switch (type)
|
|
{
|
|
case BakedMaskTypeInternal.TerrainTree:
|
|
return BakeTerrainTreeCollisions(terrain, id, GUID, radius);
|
|
case BakedMaskTypeInternal.Tag:
|
|
return BakeTerrainTagCollisions(terrain, tag, radius);
|
|
case BakedMaskTypeInternal.WorldBiomeMask:
|
|
return BakeTerrainWorldBiomeMask(terrain, GUID);
|
|
default:
|
|
return null;
|
|
}
|
|
|
|
|
|
//not in cache? try reading from disk...
|
|
#if UNITY_EDITOR
|
|
//Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath(GaiaDirectories.GetTerrainCollisionDirectory(terrain) + "/" + GetTreeCollisionMaskFileName(terrain, id, radius), typeof(Texture2D));
|
|
|
|
|
|
//if (texture != null)
|
|
//{
|
|
// //found it on disk, write a copy of it in cache for next access attempt, then return the copy.
|
|
// //We need to work with a copy here because otherwise we can run into issue when trying to overwrite the image file
|
|
// Texture2D copy = new Texture2D(texture.width, texture.height, texture.format, true);
|
|
// Graphics.CopyTexture(texture, copy);
|
|
// AddNewCollisionMaskCacheEntry(copy, terrain, fileName);
|
|
// return copy;
|
|
//}
|
|
#endif
|
|
|
|
}
|
|
else return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
public void BakeAllTreeCollisions(string spawnRuleGUID, float radius)
|
|
{
|
|
SpawnRule sr = CollisionMask.m_allTreeSpawnRules.FirstOrDefault(x => x.GUID == spawnRuleGUID);
|
|
if (sr == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
foreach (Terrain t in Terrain.activeTerrains)
|
|
{
|
|
int treePrototypeID = TerrainHelper.GetTreePrototypeIDFromSpawnRule(sr, t);
|
|
if (treePrototypeID != -1)
|
|
{
|
|
BakeTerrainTreeCollisions(t, treePrototypeID, spawnRuleGUID, radius);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void BakeAllTagCollisions(string m_tag, float m_tagRadius)
|
|
{
|
|
foreach (Terrain t in Terrain.activeTerrains)
|
|
{
|
|
BakeTerrainTagCollisions(t, m_tag, m_tagRadius);
|
|
}
|
|
}
|
|
|
|
public void ClearCache()
|
|
{
|
|
#if UNITY_EDITOR
|
|
|
|
int length = m_cacheEntries.Length;
|
|
for (int i = 0; i < length; i++)
|
|
{
|
|
if (m_cacheEntries[i].texture != null)
|
|
{
|
|
m_cacheEntries[i].texture.Release();
|
|
//DestroyImmediate(m_cacheEntries[i].texture);
|
|
m_cacheEntries[i].texture = null;
|
|
}
|
|
|
|
}
|
|
|
|
m_cacheEntries = new BakedMaskCacheEntry[0];
|
|
#endif
|
|
}
|
|
|
|
public void ClearCacheForSpawn()
|
|
{
|
|
//if (!m_autoSpawnRunning)
|
|
//{
|
|
// ClearCache();
|
|
//}
|
|
//else
|
|
//{
|
|
// if (!m_cacheClearedForAutoSpawn)
|
|
// {
|
|
// ClearCache();
|
|
// m_cacheClearedForAutoSpawn = true;
|
|
// }
|
|
//}
|
|
ClearCache();
|
|
}
|
|
|
|
|
|
|
|
public void SetWorldBiomeMaskDirty(string worldBiomeMaskGUID)
|
|
{
|
|
string searchString = GetWorldBiomeMaskSearchString(worldBiomeMaskGUID);
|
|
SetDirty(searchString);
|
|
|
|
}
|
|
|
|
public void SetTreeDirty(string spawnRuleGUID)
|
|
{
|
|
string searchString = GetTreeCollisionMaskSearchString(spawnRuleGUID);
|
|
SetDirty(searchString);
|
|
|
|
}
|
|
|
|
public void SetTagDirty(string tag)
|
|
{
|
|
string searchString = GetTagCollisionMaskSearchString(tag);
|
|
SetDirty(searchString);
|
|
}
|
|
|
|
|
|
private void SetDirty(string searchString)
|
|
{
|
|
//Release the affected render textures
|
|
for (int i = 0; i < m_cacheEntries.Length; i++)
|
|
{
|
|
if (m_cacheEntries[i].fileName.Contains(searchString))
|
|
{
|
|
if (m_cacheEntries[i].texture != null)
|
|
{
|
|
m_cacheEntries[i].texture.Release();
|
|
//DestroyImmediate(m_cacheEntries[i].texture);
|
|
m_cacheEntries[i].texture = null;
|
|
}
|
|
}
|
|
}
|
|
//Remove the affected array entries
|
|
m_cacheEntries = m_cacheEntries.Where(x => x.fileName.Contains(searchString) != true).ToArray();
|
|
}
|
|
|
|
//public void BeginAutoSpawn()
|
|
//{
|
|
// m_autoSpawnRunning = true;
|
|
// m_cacheClearedForAutoSpawn = false;
|
|
//}
|
|
|
|
//public void EndAutoSpawn()
|
|
//{
|
|
// m_autoSpawnRunning = false;
|
|
// m_cacheClearedForAutoSpawn = false;
|
|
//}
|
|
|
|
}
|
|
} |