Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Editor/TerrainTools/BrushControllers/IBrushRenderWithTerrain.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

103 lines
6.3 KiB
C#

using UnityEngine;
using UnityEngine.TerrainTools;
namespace UnityEditor.TerrainTools
{
/// <summary>
/// An interface that represent all of the functionality required to render a
/// terrain-brush at a particular UV co-ordinate on a particular terrain.
/// </summary>
public interface IBrushRenderWithTerrain : IPaintContextRender
{
/// <summary>
/// Calculates the brush-transform on the specified terrain at the specified UV co-ordinates (taking into account scattering).
/// </summary>
/// <param name="terrain">The terrain to calculate the brush-transform for.</param>
/// <param name="uv">The UV co-ordinate on that terrain.</param>
/// <returns>The brush-transform on the terrain at the specified UV co-ordinates.</returns>
/// <param name="size">The size of the brush.</param>
/// <param name="rotation">The rotation about the Y axis of the brush.</param>
/// <param name="brushTransform">The brush-transform on the terrain at the specified UV co-ordinates.</param>
/// <returns>Returns <c>true</c> if calculated successfully, <c>false</c> otherwise.</returns>
bool CalculateBrushTransform(Terrain terrain, Vector2 uv, float size, float rotation, out BrushTransform brushTransform);
/// <summary>
/// Calculates the brush-transform on the specified terrain at the specified UV co-ordinates (taking into account scattering).
/// </summary>
/// <param name="terrain">The terrain to calculate the brush-transform for.</param>
/// <param name="uv">The UV co-ordinate on that terrain.</param>
/// <param name="size">The size of the brush.</param>
/// <param name="brushTransform">The brush-transform on the terrain at the specified UV co-ordinates.</param>
/// <returns>Returns "true" if calculated successfully, "false" otherwise.</returns>
bool CalculateBrushTransform(Terrain terrain, Vector2 uv, float size, out BrushTransform brushTransform);
/// <summary>
/// Calculates the brush-transform on the specified terrain at the specified UV co-ordinates (taking into account scattering).
/// </summary>
/// <param name="terrain">The terrain to calculate the brush-transform for.</param>
/// <param name="uv">The UV co-ordinate on that terrain.</param>
/// <param name="brushTransform">The brush-transform on the terrain at the specified UV co-ordinates.</param>
/// <returns>Returns "true" if calculated successfully, "false" otherwise.</returns>
bool CalculateBrushTransform(Terrain terrain, Vector2 uv, out BrushTransform brushTransform);
/// <summary>
/// Gets the PaintContext for the height-map at the bounds specified,
/// you need to say whether this is to be writable upon acquisition.
/// </summary>
/// <param name="writable">Determines if we wish to allow writing to the height-map.</param>
/// <param name="terrain">The initial terrain to acquire the height-map.</param>
/// <param name="boundsInTerrainSpace">The bounds of the height-map to use (in pixels).</param>
/// <param name="extraBorderPixels">Extra padding on the bounds specified.</param>
/// <returns>Returns the paint context created.</returns>
PaintContext AcquireHeightmap(bool writable, Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0);
/// <summary>
/// Gets the PaintContext for the texture-map at the bounds specified,
/// you need to say whether this is to be writable upon acquisition.
/// </summary>
/// <param name="writable">Determines if we wish to allow writing to the texture-map.</param>
/// <param name="terrain">The initial terrain to acquire the texture-map.</param>
/// <param name="boundsInTerrainSpace">The bounds of the texture-map to use (in pixels).</param>
/// <param name="layer">The terrain layer to acquire the texture-map for.</param>
/// <param name="extraBorderPixels">Extra padding on the bounds specified.</param>
/// <returns>Returns the paint context created.</returns>
PaintContext AcquireTexture(bool writable, Terrain terrain, Rect boundsInTerrainSpace, TerrainLayer layer, int extraBorderPixels = 0);
/// <summary>
/// Gets the PaintContext for the normal-map at the bounds specified,
/// you need to say whether this is to be writable upon acquisition.
/// </summary>
/// <param name="writable">Determines if we wish to allow writing to the normal-map.</param>
/// <param name="terrain">The initial terrain to acquire the normal-map.</param>
/// <param name="boundsInTerrainSpace">The bounds of the normal-map to use (in pixels).</param>
/// <param name="extraBorderPixels">Extra padding on the bounds specified.</param>
/// <returns>Returns the paint context created.</returns>
PaintContext AcquireNormalmap(bool writable, Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0);
/// <summary>
/// Gets the PaintContext for the holes at the bounds specified,
/// you need to say whether this is to be writable upon acquisition.
/// </summary>
/// <param name="writable">Determines if we wish to allow writing to the normal-map.</param>
/// <param name="terrain">The initial terrain to acquire the normal-map.</param>
/// <param name="boundsInTerrainSpace">The bounds of the normal-map to use (in pixels).</param>
/// <param name="extraBorderPixels">Extra padding on the bounds specified.</param>
/// <returns>Returns the paint context created.</returns>
PaintContext AcquireHolesTexture(bool writable, Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0);
/// <summary>
/// Releases the PaintContext specified, if this was made writable when
/// acquired then we write back into the texture at this point.
/// </summary>
/// <param name="paintContext">The paint context to be released.</param>
void Release(PaintContext paintContext);
}
/// <summary>
/// An interface that represent the brush renderers preview on a terrain.
/// </summary>
public interface IBrushRenderPreviewWithTerrain : IBrushRenderWithTerrain, IPaintContextRenderPreview
{
}
}