Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/VegetationSystemPro/Terrains/RaycastTerrain.cs

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using System.Collections.Generic;
using AwesomeTechnologies.Utility;
using AwesomeTechnologies.Utility.Quadtree;
using AwesomeTechnologies.Vegetation;
using AwesomeTechnologies.VegetationStudio;
using AwesomeTechnologies.VegetationSystem.Biomes;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace AwesomeTechnologies.VegetationSystem
{
public class RaycastContainers
{
public NativeArray<RaycastHit> RaycastHits;
public NativeArray<RaycastCommand> RaycastCommands;
}
[BurstCompile(CompileSynchronously = true)]
public struct CreateRaycastCommandsJob : IJob
{
[ReadOnly] public NativeArray<VegetationSpawnLocationInstance> SpawnLocationList;
public NativeArray<RaycastCommand> RaycastCommands;
public int LayerMask;
public int MaxHits;
public float3 FloatingOriginOffset;
public void Execute()
{
for (int i = 0; i <= SpawnLocationList.Length - 1; i++)
{
RaycastCommand raycastCommand = new RaycastCommand
{
distance = 20000,
from = SpawnLocationList[i].Position + new float3(0, 10000, 0) + FloatingOriginOffset,
direction = new Vector3(0, -1, 0),
layerMask = LayerMask,
maxHits = MaxHits
};
RaycastCommands[i] = raycastCommand;
}
}
}
[BurstCompile(CompileSynchronously = true)]
public struct CreateRaycastCommandsListJob : IJob
{
[ReadOnly] public NativeList<VegetationSpawnLocationInstance> SpawnLocationList;
public NativeList<RaycastCommand> RaycastCommands;
public int LayerMask;
public int MaxHits;
public void Execute()
{
for (int i = 0; i <= SpawnLocationList.Length - 1; i++)
{
RaycastCommand raycastCommand = new RaycastCommand
{
distance = 20000,
from = SpawnLocationList[i].Position + new float3(0, 10000, 0),
direction = new Vector3(0, -1, 0),
layerMask = LayerMask,
maxHits = MaxHits
};
RaycastCommands.Add(raycastCommand);
}
}
}
[BurstCompile(CompileSynchronously = true)]
public struct UpdateInstanceListJob : IJob
{
[ReadOnly] public NativeArray<RaycastHit> RaycastHits;
[ReadOnly] public NativeArray<VegetationSpawnLocationInstance> SpawnLocationList;
public Rect TerrainRect;
public float3 FloatingOriginOffset;
public byte TerrainSourceID;
public NativeList<float3> Position;
public NativeList<quaternion> Rotation;
public NativeList<float3> Scale;
public NativeList<float3> TerrainNormal;
public NativeList<float> BiomeDistance;
public NativeList<byte> TerrainTextureData;
public NativeList<int> RandomNumberIndex;
public NativeList<float> DistanceFalloff;
public NativeList<float> VegetationMaskDensity;
public NativeList<float> VegetationMaskScale;
public NativeList<byte> TerrainSourceIDs;
public NativeList<byte> TextureMaskData;
public NativeList<byte> Excluded;
public NativeList<byte> HeightmapSampled;
public void Execute()
{
for (int i = 0; i <= RaycastHits.Length - 1; i++)
{
if (SpawnLocationList[i].SpawnChance < 0) continue;
RaycastHit raycastHit = RaycastHits[i];
if (raycastHit.distance > 0)
{
float3 position = raycastHit.point;
position -= FloatingOriginOffset;
Vector2 point2D = new Vector2(position.x, position.z);
if (TerrainRect.Contains(point2D))
{
Position.Add(position);
Rotation.Add(Quaternion.Euler(0, 45, 0));
Scale.Add(new float3(1, 1, 1));
TerrainNormal.Add(raycastHit.normal);
BiomeDistance.Add(SpawnLocationList[i].BiomeDistance);
TerrainTextureData.Add(0);
RandomNumberIndex.Add(SpawnLocationList[i].RandomNumberIndex);
DistanceFalloff.Add(1);
VegetationMaskDensity.Add(1);
VegetationMaskScale.Add(1);
TerrainSourceIDs.Add(TerrainSourceID);
TextureMaskData.Add(0);
Excluded.Add(0);
HeightmapSampled.Add(0);
}
}
}
}
}
[BurstCompile(CompileSynchronously = true)]
public struct RaycastTerranCellSampleJob : IJobParallelFor
{
public NativeArray<Bounds> VegetationCellBoundsList;
public Rect TerrainRect;
public float TerrainMinHeight;
public float TerrainMaxHeight;
public void Execute(int index)
{
Bounds vegetationCellBounds = VegetationCellBoundsList[index];
Rect cellRect = RectExtension.CreateRectFromBounds(vegetationCellBounds);
if (!TerrainRect.Overlaps(cellRect)) return;
float minHeight;
float maxHeight = vegetationCellBounds.center.y + vegetationCellBounds.extents.y;
if (vegetationCellBounds.center.y < 99999)
{
minHeight = TerrainMinHeight;
}
else
{
minHeight = vegetationCellBounds.center.y - vegetationCellBounds.extents.y;
}
if (TerrainMinHeight < minHeight) minHeight = TerrainMinHeight;
if (TerrainMaxHeight > maxHeight) maxHeight = TerrainMaxHeight;
float centerY = (maxHeight + minHeight) / 2f;
float height = maxHeight - minHeight;
vegetationCellBounds =
new Bounds(new Vector3(vegetationCellBounds.center.x, centerY, vegetationCellBounds.center.z),
new Vector3(vegetationCellBounds.size.x, height, vegetationCellBounds.size.z));
VegetationCellBoundsList[index] = vegetationCellBounds;
}
}
[ExecuteInEditMode]
public class RaycastTerrain : MonoBehaviour, IVegetationStudioTerrain
{
public string TerrainType => "Raycast terrain";
public Bounds RaycastTerrainBounds = new Bounds(Vector3.zero, new Vector3(100, 20, 100));
public Bounds TerrainBounds =>
new Bounds(RaycastTerrainBounds.center + TerrainPosition, RaycastTerrainBounds.size);
public LayerMask RaycastLayerMask;
public int MaxHits = 4;
public List<RaycastContainers> RaycastContainerList = new List<RaycastContainers>();
public ObjectPool<RaycastContainers> RaycastContainerPool = new ObjectPool<RaycastContainers>();
public TerrainSourceID TerrainSourceID;
public bool AutoAddToVegegetationSystem;
//public bool ApplyFloatingOriginOffset = true;
private bool _initDone;
//private Vector3 _terrainPosition;
public Vector3 TerrainPosition = Vector3.zero;
// ReSharper disable once UnusedMember.Local
void Reset()
{
RaycastTerrainBounds = new Bounds(Vector3.zero, new Vector3(100, 20, 100));
TerrainPosition = transform.position;
}
public void RefreshTerrainData()
{
}
public void RefreshTerrainData(Bounds bounds)
{
}
public JobHandle SampleCellHeight(NativeArray<Bounds> vegetationCellBoundsList, float worldspaceHeightCutoff,
Rect cellBoundsRect,
JobHandle dependsOn = default(JobHandle))
{
if (!_initDone) return dependsOn;
Rect terrainRect = RectExtension.CreateRectFromBounds(TerrainBounds);
if (!cellBoundsRect.Overlaps(terrainRect)) return dependsOn;
RaycastTerranCellSampleJob raycastTerranCellSampleJob = new RaycastTerranCellSampleJob
{
VegetationCellBoundsList = vegetationCellBoundsList,
TerrainMinHeight = TerrainBounds.center.y - TerrainBounds.extents.y,
TerrainMaxHeight = TerrainBounds.center.y + TerrainBounds.extents.y,
TerrainRect = terrainRect
};
JobHandle handle = raycastTerranCellSampleJob.Schedule(vegetationCellBoundsList.Length, 32, dependsOn);
return handle;
}
public JobHandle SampleTerrain(NativeList<VegetationSpawnLocationInstance> spawnLocationList,
VegetationInstanceData instanceData, int sampleCount,
Rect spawnRect, JobHandle dependsOn)
{
if (!_initDone) return dependsOn;
Vector3 floatingOriginOffset = VegetationStudioManager.GetFloatingOriginOffset();
Rect terrainRect = RectExtension.CreateRectFromBounds(TerrainBounds);
if (!spawnRect.Overlaps(terrainRect)) return dependsOn;
MaxHits = 1;
RaycastContainers raycastContainers = RaycastContainerPool.Get();
raycastContainers.RaycastCommands = new NativeArray<RaycastCommand>(sampleCount, Allocator.TempJob);
raycastContainers.RaycastHits = new NativeArray<RaycastHit>(sampleCount * MaxHits, Allocator.TempJob);
RaycastContainerList.Add(raycastContainers);
CreateRaycastCommandsJob createRaycastCommandsJob =
new CreateRaycastCommandsJob
{
SpawnLocationList = spawnLocationList,
LayerMask = RaycastLayerMask,
MaxHits = MaxHits,
RaycastCommands = raycastContainers.RaycastCommands,
FloatingOriginOffset = floatingOriginOffset
};
dependsOn = createRaycastCommandsJob.Schedule(dependsOn);
dependsOn = RaycastCommand.ScheduleBatch(raycastContainers.RaycastCommands, raycastContainers.RaycastHits,
32, dependsOn);
UpdateInstanceListJob updateInstanceListJob = new UpdateInstanceListJob
{
Position = instanceData.Position,
Rotation = instanceData.Rotation,
Scale = instanceData.Scale,
TerrainNormal = instanceData.TerrainNormal,
BiomeDistance = instanceData.BiomeDistance,
TerrainTextureData = instanceData.TerrainTextureData,
RandomNumberIndex = instanceData.RandomNumberIndex,
DistanceFalloff = instanceData.DistanceFalloff,
VegetationMaskDensity = instanceData.VegetationMaskDensity,
VegetationMaskScale = instanceData.VegetationMaskScale,
TerrainSourceIDs = instanceData.TerrainSourceID,
TextureMaskData = instanceData.TextureMaskData,
Excluded = instanceData.Excluded,
RaycastHits = raycastContainers.RaycastHits,
HeightmapSampled = instanceData.HeightmapSampled,
SpawnLocationList = spawnLocationList,
TerrainRect = terrainRect,
FloatingOriginOffset = floatingOriginOffset,
TerrainSourceID = (byte) TerrainSourceID
};
dependsOn = updateInstanceListJob.Schedule(dependsOn);
return dependsOn;
}
public bool NeedsSplatMapUpdate(Bounds updateBounds)
{
return false;
}
public void PrepareSplatmapGeneration(bool clearLockedTextures)
{
}
public void GenerateSplatMapBiome(Bounds updateBounds, BiomeType biomeType,
List<PolygonBiomeMask> polygonBiomeMaskList, List<TerrainTextureSettings> terrainTextureSettingsList,
float heightCurveSampleHeight, float worldSpaceSeaLevel, bool clearLockedTextures)
{
}
public void CompleteSplatmapGeneration()
{
}
public JobHandle SampleConcaveLocation(VegetationInstanceData instanceData, float minHeightDifference,
float distance, bool inverse, bool average, Rect spawnRect,
JobHandle dependsOn)
{
if (!_initDone) return dependsOn;
//TODO implement concave sampling for raycast terrain
return dependsOn;
}
public void Init()
{
}
public void DisposeTemporaryMemory()
{
for (int i = 0; i <= RaycastContainerList.Count - 1; i++)
{
if (RaycastContainerList[i].RaycastCommands.IsCreated)
{
RaycastContainerList[i].RaycastCommands.Dispose();
}
RaycastContainerList[i].RaycastHits.Dispose();
RaycastContainerPool.Release(RaycastContainerList[i]);
}
RaycastContainerList.Clear();
}
public void OverrideTerrainMaterial()
{
}
public void RestoreTerrainMaterial()
{
}
public void VerifySplatmapAccess()
{
}
public void UpdateTerrainMaterial(float worldspaceSeaLevel, float worldspaceMaxTerrainHeight,
TerrainTextureSettings terrainTextureSettings)
{
}
public JobHandle ProcessSplatmapRules(List<TerrainTextureRule> terrainTextureRuleList,
VegetationInstanceData instanceData, bool include, Rect cellRect, JobHandle dependsOn)
{
return dependsOn;
}
public bool HasTerrainTextures()
{
return false;
}
public Texture2D GetTerrainTexture(int index)
{
return null;
}
#if UNITY_2018_3_OR_NEWER
public TerrainLayer[] GetTerrainLayers()
{
return new TerrainLayer[0];
}
public void SetTerrainLayers(TerrainLayer[] terrainLayers)
{
}
#else
public SplatPrototype[] GetSplatPrototypes()
{
return new SplatPrototype[0];
}
public void SetSplatPrototypes(SplatPrototype[] splatPrototypes)
{
}
#endif
// ReSharper disable once UnusedMember.Local
void OnDrawGizmosSelected()
{
Gizmos.color = Color.blue;
Gizmos.DrawWireCube(
RaycastTerrainBounds.center + TerrainPosition + VegetationStudioManager.GetFloatingOriginOffset(),
RaycastTerrainBounds.size);
}
// ReSharper disable once UnusedMember.Local
void Update()
{
if (!Application.isPlaying)
{
TerrainPosition = transform.position;
}
//if (!Application.isPlaying && _terrainPosition != transform.position)
//{
// SetTerrainPosition();
//}
}
// ReSharper disable once UnusedMember.Local
void OnEnable()
{
_initDone = true;
//SetTerrainPosition();
if (AutoAddToVegegetationSystem && Application.isPlaying)
{
VegetationStudioManager.AddTerrain(gameObject, false);
}
else
{
VegetationStudioManager.RefreshTerrainArea(TerrainBounds);
}
}
//void SetTerrainPosition()
//{
// if (ApplyFloatingOriginOffset)
// {
// _terrainPosition = transform.position - VegetationStudioManager.GetFloatingOriginOffset();
// }
// else
// {
// _terrainPosition = transform.position;
// }
//}
public void RefreshTerrain()
{
VegetationStudioManager.RefreshTerrainArea(TerrainBounds);
VegetationStudioManager.ClearCache(TerrainBounds);
}
public void RefreshTerrain(Bounds bounds)
{
VegetationStudioManager.RefreshTerrainArea(bounds);
VegetationStudioManager.ClearCache(bounds);
}
// ReSharper disable once UnusedMember.Local
void OnDisable()
{
_initDone = false;
if (AutoAddToVegegetationSystem && Application.isPlaying)
{
VegetationStudioManager.RemoveTerrain(gameObject);
}
else
{
VegetationStudioManager.RefreshTerrainArea(TerrainBounds);
}
}
}
}