Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.5/Editor/TerrainTools/SlopeFlattenTool.cs
Schaken-Mods 4ff395c862 Finished the NPC Creator tool
Finished the NPC Creator tool
2023-04-27 18:37:28 -05:00

147 lines
5.9 KiB
C#

using UnityEngine;
using UnityEngine.TerrainTools;
using UnityEditor.ShortcutManagement;
namespace UnityEditor.TerrainTools
{
internal class SlopeFlattenTool : TerrainPaintTool<SlopeFlattenTool>
{
#if UNITY_2019_1_OR_NEWER
[Shortcut("Terrain/Select Slope Flatten Tool", typeof(TerrainToolShortcutContext))]
static void SelectShortcut(ShortcutArguments args)
{
TerrainToolShortcutContext context = (TerrainToolShortcutContext)args.context;
context.SelectPaintTool<SlopeFlattenTool>();
TerrainToolsAnalytics.OnShortcutKeyRelease("Select Slope Flatten Tool");
}
#endif
[SerializeField]
IBrushUIGroup m_commonUI;
private IBrushUIGroup commonUI {
get
{
if (m_commonUI == null)
{
m_commonUI = new DefaultBrushUIGroup(
"SlopeFlattenTool",
null,
DefaultBrushUIGroup.Feature.All,
new DefaultBrushUIGroup.FeatureDefaults { Strength = 0.36f }
);
m_commonUI.OnEnterToolMode();
}
return m_commonUI;
}
}
Material m_Material = null;
Material GetPaintMaterial()
{
if (m_Material == null)
m_Material = new Material(Shader.Find("Hidden/TerrainTools/SlopeFlatten"));
return m_Material;
}
public override string GetName()
{
return "Effects/Slope Flatten";
}
public override string GetDescription()
{
return "Flattens areas while maintaining the average slope of the Terrain.";
}
public override void OnEnterToolMode()
{
base.OnEnterToolMode();
commonUI.OnEnterToolMode();
}
public override void OnExitToolMode()
{
base.OnExitToolMode();
commonUI.OnExitToolMode();
}
public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext)
{
commonUI.OnSceneGUI2D(terrain, editContext);
// only do the rest if user mouse hits valid terrain or they are using the
// brush parameter hotkeys to resize, etc
if (!editContext.hitValidTerrain && !commonUI.isInUse)
{
return;
}
// update brush UI group
commonUI.OnSceneGUI(terrain, editContext);
// dont render preview if this isnt a repaint. losing performance if we do
if (Event.current.type != EventType.Repaint)
{
return;
}
using (IBrushRenderPreviewUnderCursor brushRender = new BrushRenderPreviewUIGroupUnderCursor(commonUI, "SlopeFlatten", editContext.brushTexture))
{
if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
{
Material previewMaterial = Utility.GetDefaultPreviewMaterial(commonUI.hasEnabledFilters);
PaintContext ctx = brushRender.AcquireHeightmap(false, brushXform.GetBrushXYBounds(), 1);
var texelCtx = Utility.CollectTexelValidity(ctx.originTerrain, brushXform.GetBrushXYBounds());
Utility.SetupMaterialForPaintingWithTexelValidityContext(ctx, texelCtx, brushXform, previewMaterial);
var filterRT = RTUtils.GetTempHandle(ctx.sourceRenderTexture.width, ctx.sourceRenderTexture.height,
0, FilterUtility.defaultFormat);
Utility.GenerateAndSetFilterRT(commonUI, ctx.sourceRenderTexture, filterRT, previewMaterial);
TerrainPaintUtilityEditor.DrawBrushPreview(ctx, TerrainBrushPreviewMode.SourceRenderTexture,
editContext.brushTexture, brushXform, previewMaterial, 0);
texelCtx.Cleanup();
RTUtils.Release(filterRT);
}
}
}
public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
{
EditorGUI.BeginChangeCheck();
commonUI.OnInspectorGUI(terrain, editContext);
if (EditorGUI.EndChangeCheck())
Save(true);
}
public override bool OnPaint(Terrain terrain, IOnPaint editContext)
{
commonUI.OnPaint(terrain, editContext);
if (commonUI.allowPaint)
{
using (IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "SlopeFlatten", editContext.brushTexture))
{
if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
{
PaintContext paintContext = brushRender.AcquireHeightmap(true, brushXform.GetBrushXYBounds(), 1);
Material mat = GetPaintMaterial();
var brushMask = RTUtils.GetTempHandle(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, FilterUtility.defaultFormat);
Utility.GenerateAndSetFilterRT(commonUI, paintContext.sourceRenderTexture, brushMask, mat);
paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear;
Vector4 brushParams = new Vector4(commonUI.brushStrength, 0.0f, commonUI.brushSize, 0);
mat.SetTexture("_BrushTex", editContext.brushTexture);
mat.SetVector("_BrushParams", brushParams);
brushRender.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
brushRender.RenderBrush(paintContext, mat, 0);
RTUtils.Release(brushMask);
}
}
}
return false;
}
}
}