Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/VegetationSystemPro/Biomes/BiomeMaskArea.cs

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using System.Collections.Generic;
using System.Linq;
using AwesomeTechnologies.Utility;
using AwesomeTechnologies.VegetationStudio;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
#if UNITY_POST_PROCESSING_STACK_V2
using UnityEngine.Rendering.PostProcessing;
#endif
namespace AwesomeTechnologies.VegetationSystem.Biomes
{
[System.Serializable]
public class Node
{
public bool Selected;
public Vector3 Position;
public bool OverrideWidth;
public float CustomWidth = 2f;
public bool Active = true;
public bool DisableEdge;
}
[ExecuteInEditMode]
public class BiomeMaskArea : MonoBehaviour
{
public List<Node> Nodes = new List<Node>();
public bool ClosedArea = true;
public bool ShowArea = true;
public bool ShowHandles = true;
public string MaskName = "";
private bool _needInit;
public string Id;
public BiomeType BiomeType;
public LayerMask GroundLayerMask;
public AnimationCurve BlendCurve = new AnimationCurve();
public AnimationCurve InverseBlendCurve = new AnimationCurve();
public AnimationCurve TextureBlendCurve = new AnimationCurve();
public float BlendDistance = 5f;
public float NoiseScale = 20;
public bool UseNoise = true;
private PolygonBiomeMask _currentMaskArea;
private Vector3 _lastPosition;
private Quaternion _lastRotation;
private Vector3 _lastLossyScale;
public void UpdateBiomeMask()
{
if (!enabled || !gameObject.activeSelf) return;
List<Vector3> worldSpaceNodeList = GetWorldSpaceNodePositions();
List<bool> disableEdgeList = GetDisableEdgeList();
PolygonBiomeMask maskArea = new PolygonBiomeMask {BiomeType = BiomeType, BlendDistance = BlendDistance, UseNoise = UseNoise, NoiseScale = NoiseScale};
maskArea.AddPolygon(worldSpaceNodeList,disableEdgeList);
if (!ValidateAnimationCurve(BlendCurve))
{
BlendCurve = CreateResetAnimationCurve();
}
if (!ValidateAnimationCurve(InverseBlendCurve))
{
InverseBlendCurve = CreateResetAnimationCurve();
}
if (!ValidateAnimationCurve(TextureBlendCurve))
{
TextureBlendCurve = CreateResetAnimationCurve();
}
maskArea.SetCurve(BlendCurve.GenerateCurveArray(4096));
maskArea.SetInverseCurve(InverseBlendCurve.GenerateCurveArray(4096));
maskArea.SetTextureCurve(TextureBlendCurve.GenerateCurveArray(4096));
if (_currentMaskArea != null)
{
VegetationStudioManager.RemoveBiomeMask(_currentMaskArea);
_currentMaskArea = null;
}
_currentMaskArea = maskArea;
VegetationStudioManager.AddBiomeMask(maskArea);
RefreshPostProcessVolume();
}
public bool ValidateAnimationCurve(AnimationCurve curve)
{
float sample = curve.Evaluate(0.5f);
if (float.IsNaN(sample))
{
#if UNITY_EDITOR
EditorUtility.DisplayDialog("Curve error",
"There is a problem with one of the biome curves. It will be reset", "OK");
#endif
return false;
}
return true;
}
AnimationCurve CreateResetAnimationCurve()
{
AnimationCurve curve = new AnimationCurve();
curve.AddKey(0, 0.5f);
curve.AddKey(1, 0.5f);
return curve;
}
private List<bool> GetDisableEdgeList()
{
List<bool> disableEdgeList = new List<bool>();
for (int i = 0; i <= Nodes.Count - 1; i++)
{
disableEdgeList.Add(Nodes[i].DisableEdge);
}
return disableEdgeList;
}
// ReSharper disable once UnusedMember.Local
void Start()
{
_lastPosition = transform.position;
_lastRotation = transform.rotation;
_lastLossyScale = transform.lossyScale;
if (Nodes.Count == 0)
{
CreateDefaultNodes();
}
}
// ReSharper disable once UnusedMember.Local
void OnDisable()
{
if (_currentMaskArea != null)
{
VegetationStudioManager.RemoveBiomeMask(_currentMaskArea);
_currentMaskArea = null;
}
}
// ReSharper disable once UnusedMember.Local
void Update()
{
if (!Application.isPlaying || _needInit)
{
if (_lastPosition != transform.position || _lastRotation != transform.rotation || _needInit || _lastLossyScale != transform.lossyScale)
{
PositionNodes();
_lastPosition = transform.position;
_lastRotation = transform.rotation;
_lastLossyScale = transform.lossyScale;
_needInit = false;
}
}
}
public virtual void Reset()
{
if (Id == "") Id = System.Guid.NewGuid().ToString();
ClearNodes();
CreateDefaultNodes();
BlendCurve.AddKey(0, 0);
BlendCurve.AddKey(1, 1);
InverseBlendCurve.AddKey(0, 1);
InverseBlendCurve.AddKey(1, 0);
TextureBlendCurve.AddKey(0, 0);
TextureBlendCurve.AddKey(1, 1);
}
public void ClearNodes()
{
Nodes.Clear();
}
void CreateDefaultNodes()
{
Bounds tempBounds = new Bounds(new Vector3(0, 0, 0), new Vector3(6f, 1f, 6f));
ClearNodes();
for (int i = 0; i <= 3; i++)
{
Node node = new Node();
switch (i)
{
case 0:
node.Position = new Vector3(tempBounds.extents.x, tempBounds.extents.y, tempBounds.extents.z);
break;
case 1:
node.Position = new Vector3(-tempBounds.extents.x, tempBounds.extents.y, tempBounds.extents.z);
break;
case 2:
node.Position = new Vector3(-tempBounds.extents.x, tempBounds.extents.y, -tempBounds.extents.z);
break;
case 3:
node.Position = new Vector3(tempBounds.extents.x, tempBounds.extents.y, -tempBounds.extents.z);
break;
}
Nodes.Add(node);
}
PositionNodes();
}
public void DeleteNode(Node node)
{
Nodes.Remove(node);
}
public void AddNodesToEnd(Vector3[] worldPositions)
{
for (int i = 0; i <= worldPositions.Length - 1; i++)
{
AddNodeToEnd(worldPositions[i]);
}
}
public void AddNodesToEnd(Vector3[] worldPositions, bool[] disableEdges)
{
for (int i = 0; i <= worldPositions.Length - 1; i++)
{
AddNodeToEnd(worldPositions[i],disableEdges[i]);
}
}
public void AddNodesToEnd(Vector3[] worldPositions, float[] customWidth, bool[] active)
{
for (int i = 0; i <= worldPositions.Length - 1; i++)
{
AddNodeToEnd(worldPositions[i], customWidth[i], active[i]);
}
}
public void AddNodesToEnd(Vector3[] worldPositions, float[] customWidth, bool[] active, bool[] disableEdges)
{
for (int i = 0; i <= worldPositions.Length - 1; i++)
{
AddNodeToEnd(worldPositions[i], customWidth[i], active[i],disableEdges[i]);
}
}
public void AddNodeToEnd(Vector3 worldPosition)
{
Node node = new Node { Position = transform.InverseTransformPoint(worldPosition) };
Nodes.Add(node);
}
public void AddNodeToEnd(Vector3 worldPosition, bool disableEdge)
{
Node node = new Node
{
Position = transform.InverseTransformPoint(worldPosition),
DisableEdge = disableEdge
};
Nodes.Add(node);
}
public void AddNodeToEnd(Vector3 worldPosition, float customWidth, bool active)
{
Node node = new Node
{
Position = transform.InverseTransformPoint(worldPosition),
CustomWidth = customWidth,
OverrideWidth = true,
Active = active
};
Nodes.Add(node);
}
public void AddNodeToEnd(Vector3 worldPosition, float customWidth, bool active, bool disableEdge)
{
Node node = new Node
{
Position = transform.InverseTransformPoint(worldPosition),
CustomWidth = customWidth,
OverrideWidth = true,
Active = active,
DisableEdge = disableEdge
};
Nodes.Add(node);
}
// ReSharper disable once UnusedMember.Local
void OnEnable()
{
if (Id == "") Id = System.Guid.NewGuid().ToString();
_needInit = true;
}
public void PositionNodes()
{
for (int i = 0; i <= Nodes.Count - 1; i++)
{
Ray ray = new Ray(transform.TransformPoint(Nodes[i].Position) + new Vector3(0, 2000f, 0), Vector3.down);
var hits = Physics.RaycastAll(ray).OrderBy(h => h.distance).ToArray();
for (int j = 0; j <= hits.Length - 1; j++)
{
if (hits[j].collider is TerrainCollider || GroundLayerMask.Contains(hits[j].collider.gameObject.layer))
{
Nodes[i].Position = transform.InverseTransformPoint(hits[j].point);
break;
}
}
}
UpdateBiomeMask();
}
public void AddNode(Vector3 worldPosition)
{
if (Nodes.Count == 0)
{
AddNodeToEnd(worldPosition);
return;
}
Node closestNode = FindClosestNode(worldPosition);
Node nextNode = GetNextNode(closestNode);
Node previousNode = GetPreviousNode(closestNode);
LineSegment3D nextSegment = new LineSegment3D(transform.TransformPoint(closestNode.Position), transform.TransformPoint(nextNode.Position));
LineSegment3D previousSegment = new LineSegment3D(transform.TransformPoint(closestNode.Position), transform.TransformPoint(previousNode.Position));
float nextSegmentDistance = nextSegment.DistanceTo(worldPosition);
float previousSegmentDistance = previousSegment.DistanceTo(worldPosition);
Node node = new Node { Position = transform.InverseTransformPoint(worldPosition) };
int currentNodeIndex = GetNodeIndex(closestNode);
if (nextSegmentDistance < previousSegmentDistance)
{
if (currentNodeIndex == Nodes.Count - 1)
{
Nodes.Add(node);
}
else
{
Nodes.Insert(currentNodeIndex + 1, node);
}
}
else
{
Nodes.Insert(currentNodeIndex, node);
}
}
public int GetNodeIndex(Node node)
{
int nodeIndex = 0;
for (int i = 0; i <= Nodes.Count - 1; i++)
{
if (Nodes[i] == node)
{
nodeIndex = i;
break;
}
}
return nodeIndex;
}
public List<Vector3> GetWorldSpaceNodePositions()
{
List<Vector3> worldSpaceNodeList = new List<Vector3>();
for (int i = 0; i <= Nodes.Count - 1; i++)
{
worldSpaceNodeList.Add(transform.TransformPoint(Nodes[i].Position));
}
return worldSpaceNodeList;
}
public Node GetNextNode(Node node)
{
int nodeIndex = 0;
for (int i = 0; i <= Nodes.Count - 1; i++)
{
if (Nodes[i] == node)
{
nodeIndex = i;
break;
}
}
if (nodeIndex == Nodes.Count - 1)
{
return Nodes[0];
}
else
{
return Nodes[nodeIndex + 1];
}
}
public Node GetPreviousNode(Node node)
{
int nodeIndex = 0;
for (int i = 0; i <= Nodes.Count - 1; i++)
{
if (Nodes[i] == node)
{
nodeIndex = i;
break;
}
}
if (nodeIndex == 0)
{
return Nodes[Nodes.Count - 1];
}
else
{
return Nodes[nodeIndex - 1];
}
}
public Node FindClosestNode(Vector3 worldPosition)
{
Node returnNode = null;
float smallestDistance = float.MaxValue;
for (int i = 0; i <= Nodes.Count - 1; i++)
{
float distance = Vector3.Distance(worldPosition, transform.TransformPoint(Nodes[i].Position));
if (distance < smallestDistance)
{
smallestDistance = distance;
returnNode = Nodes[i];
}
}
return returnNode;
}
void DrawGizmos()
{
#if UNITY_EDITOR
if (MaskName != "")
{
GUIStyle stLabel = new GUIStyle(EditorStyles.whiteLabel);
Handles.Label(GetMaskCenter(), MaskName + "(" + BiomeType + ")", stLabel);
}
else
{
GUIStyle stLabel = new GUIStyle(EditorStyles.whiteLabel);
Handles.Label(GetMaskCenter(), BiomeType.ToString(), stLabel);
}
#endif
if (ShowArea)
{
#if UNITY_EDITOR
Gizmos.color = new Color(1f, 1f, 0, 1f);
Camera sceneviewCamera = SceneViewDetector.GetCurrentSceneViewCamera();
if (!sceneviewCamera) return;
for (int i = 0; i <= Nodes.Count - 1; i++)
{
var distance = Vector3.Distance(sceneviewCamera.transform.position, transform.TransformPoint(Nodes[i].Position));
if (distance < 200)
{
Gizmos.color = !Nodes[i].DisableEdge ? new Color(0f, 1f, 0f, 0.9f) : new Color(1f, 0f, 0f, 0.9f);
if (Nodes[i].Selected) Gizmos.color = new Color(1f, 1f, 1f, 1f);
Gizmos.DrawSphere(transform.TransformPoint(Nodes[i].Position), 0.02f * distance);
}
}
Gizmos.color = new Color(1f, 1f, 1f, 1f);
if (Nodes.Count > 1)
{
for (int i = 0; i <= Nodes.Count - 1; i++)
{
if (i == Nodes.Count - 1)
{
if (ClosedArea)
{
Gizmos.DrawLine(transform.TransformPoint(Nodes[0].Position), transform.TransformPoint(Nodes[i].Position));
}
}
else
{
Gizmos.DrawLine(transform.TransformPoint(Nodes[i].Position), transform.TransformPoint(Nodes[i + 1].Position));
}
}
}
#endif
}
}
public virtual void OnDrawGizmosSelected()
{
if (!VegetationStudioManager.ShowBiomes) DrawGizmos();
}
public virtual void OnDrawGizmos()
{
if (VegetationStudioManager.ShowBiomes) DrawGizmos();
}
Vector3 GetMaskCenter()
{
List<Vector3> worldPositions = GetWorldSpaceNodePositions();
return (GetMeanVector(worldPositions.ToArray()));
}
private Vector3 GetMeanVector(Vector3[] positions)
{
if (positions.Length == 0)
return Vector3.zero;
float x = 0f;
float y = 0f;
float z = 0f;
foreach (Vector3 pos in positions)
{
x += pos.x;
y += pos.y;
z += pos.z;
}
return new Vector3(x / positions.Length, y / positions.Length, z / positions.Length);
}
// ReSharper disable once UnusedMember.Local
public void RefreshPostProcessVolume()
{
#if UNITY_POST_PROCESSING_STACK_V2
PostProcessProfileInfo postProcessProfileInfo =
VegetationStudioManager.GetPostProcessProfileInfo(BiomeType);
RefreshPostProcessVolume(postProcessProfileInfo, VegetationStudioManager.GetPostProcessingLayer());
#endif
}
#if UNITY_POST_PROCESSING_STACK_V2
public void RefreshPostProcessVolume(PostProcessProfileInfo postProcessProfileInfo, LayerMask postProcessLayer)
{
gameObject.layer = postProcessLayer;
if (postProcessProfileInfo == null)
{
PostProcessVolume postProcessVolume = gameObject.GetComponent<PostProcessVolume>();
if (postProcessVolume)
{
DestroyImmediate(postProcessVolume);
}
MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>();
if (meshCollider)
{
DestroyImmediate(meshCollider);
}
}
else
{
PostProcessVolume postProcessVolume = gameObject.GetComponent<PostProcessVolume>();
if (!postProcessVolume)
{
postProcessVolume = gameObject.AddComponent<PostProcessVolume>();
}
postProcessVolume.blendDistance = postProcessProfileInfo.BlendDistance;
postProcessVolume.priority = postProcessProfileInfo.Priority;
postProcessVolume.weight = postProcessProfileInfo.Weight;
postProcessVolume.profile = postProcessProfileInfo.PostProcessProfile;
postProcessVolume.enabled = postProcessProfileInfo.Enabled;
MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>();
if (!meshCollider)
{
meshCollider = gameObject.AddComponent<MeshCollider>();
}
meshCollider.convex = true;
meshCollider.enabled = postProcessProfileInfo.Enabled;
meshCollider.isTrigger = true;
Vector3[] polygonPoints = new Vector3[Nodes.Count];
for (int i = 0; i <= Nodes.Count - 1; i++)
{
polygonPoints[i] = Nodes[i].Position;
}
meshCollider.sharedMesh = MeshUtils.ExtrudeMeshFromPolygon(polygonPoints, postProcessProfileInfo.VolumeHeight);
}
}
#endif
}
public static class UnityExtensions
{
/// <summary>
/// Extension method to check if a layer is in a layermask
/// </summary>
/// <param name="mask"></param>
/// <param name="layer"></param>
/// <returns></returns>
public static bool Contains(this LayerMask mask, int layer)
{
return mask == (mask | (1 << layer));
}
}
}