forked from BilalY/Rasagar
140 lines
5.7 KiB
C#
140 lines
5.7 KiB
C#
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using System;
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using UnityEngine;
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using UnityEngine.TerrainTools;
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namespace UnityEditor.TerrainTools
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{
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internal abstract class BaseBrushRenderUIGroupUnderCursor<TBase> : IBrushRenderUnderCursor where TBase : BrushRenderWithTerrainUIGroup
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{
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protected readonly TBase m_BrushRenderWithTerrain;
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protected readonly Terrain m_TerrainAtCreation;
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protected readonly BrushTransform m_BrushTransformAtCreation;
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protected readonly bool m_ValidBrushTransform;
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protected Terrain terrainUnderCursor => uiGroup.terrainUnderCursor;
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protected RaycastHit raycastHitUnderCursor => uiGroup.raycastHitUnderCursor;
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protected Vector2 textureCoordUnderCursor => raycastHitUnderCursor.textureCoord;
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public IBrushUIGroup uiGroup => m_BrushRenderWithTerrain.uiGroup;
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public Texture brushTexture => m_BrushRenderWithTerrain.brushTexture;
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protected BaseBrushRenderUIGroupUnderCursor(IBrushUIGroup uiGroup, string name, Texture brushTexture)
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{
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object[] arguments = { uiGroup, name, brushTexture };
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m_BrushRenderWithTerrain = (TBase)Activator.CreateInstance(typeof(TBase), arguments);
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m_TerrainAtCreation = terrainUnderCursor;
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m_ValidBrushTransform = CalculateTransform(ref m_TerrainAtCreation, out m_BrushTransformAtCreation);
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}
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protected virtual bool CalculateTransform(ref Terrain terrain, out BrushTransform brushTransform)
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{
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Vector2 uv = textureCoordUnderCursor;
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float brushSize = uiGroup.brushSize;
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float brushRotation = uiGroup.brushRotation;
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if (uiGroup.ScatterBrushStamp(ref terrain, ref uv))
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{
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brushTransform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, brushSize, brushRotation);
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return true;
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}
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else
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{
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brushTransform = new BrushTransform();
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return false;
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}
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}
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public bool CalculateBrushTransform(out BrushTransform brushTransform)
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{
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if (m_ValidBrushTransform)
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{
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brushTransform = m_BrushTransformAtCreation;
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return true;
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}
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else
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{
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brushTransform = new BrushTransform();
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return false;
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}
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}
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public void SetupTerrainToolMaterialProperties(PaintContext paintContext, BrushTransform brushTransform, Material material)
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{
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m_BrushRenderWithTerrain.SetupTerrainToolMaterialProperties(paintContext, brushTransform, material);
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}
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public void RenderBrush(PaintContext paintContext, Material material, int pass)
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{
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m_BrushRenderWithTerrain.RenderBrush(paintContext, material, pass);
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}
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public PaintContext AcquireHeightmap(bool writable, Rect boundsInTerrainSpace, int extraBorderPixels = 0)
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{
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return m_BrushRenderWithTerrain.AcquireHeightmap(writable, m_TerrainAtCreation, boundsInTerrainSpace, extraBorderPixels);
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}
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public PaintContext AcquireTexture(bool writable, Rect boundsInTerrainSpace, TerrainLayer layer, int extraBorderPixels = 0)
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{
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return m_BrushRenderWithTerrain.AcquireTexture(writable, m_TerrainAtCreation, boundsInTerrainSpace, layer, extraBorderPixels);
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}
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public PaintContext AcquireNormalmap(bool writable, Rect boundsInTerrainSpace, int extraBorderPixels = 0)
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{
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return m_BrushRenderWithTerrain.AcquireNormalmap(writable, m_TerrainAtCreation, boundsInTerrainSpace, extraBorderPixels);
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}
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public PaintContext AquireHolesTexture(bool writable, Rect boudsInTerrainSpace, int extraBorderPixels = 0)
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{
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return m_BrushRenderWithTerrain.AcquireHolesTexture(writable, m_TerrainAtCreation, boudsInTerrainSpace, extraBorderPixels);
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}
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public void Release(PaintContext paintContext)
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{
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m_BrushRenderWithTerrain.Release(paintContext);
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}
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public void Dispose()
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{
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m_BrushRenderWithTerrain?.Dispose();
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}
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}
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internal class BrushRenderUIGroupUnderCursor : BaseBrushRenderUIGroupUnderCursor<BrushRenderWithTerrainUIGroup>
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{
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public BrushRenderUIGroupUnderCursor(IBrushUIGroup uiGroup, string name, Texture brushTexture) : base(uiGroup, name, brushTexture)
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{
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}
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}
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internal class BrushRenderPreviewUIGroupUnderCursor : BaseBrushRenderUIGroupUnderCursor<BrushRenderPreviewWithTerrainUiGroup>, IBrushRenderPreviewUnderCursor
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{
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public BrushRenderPreviewUIGroupUnderCursor(IBrushUIGroup uiGroup, string name, Texture brushTexture) : base(uiGroup, name, brushTexture)
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{
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}
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protected override bool CalculateTransform(ref Terrain terrain, out BrushTransform brushTransform)
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{
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if (terrain == null)
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{
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brushTransform = new BrushTransform();
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return false;
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}
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Vector2 uv = textureCoordUnderCursor;
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float brushSize = uiGroup.brushSize;
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float brushRotation = uiGroup.brushRotation;
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// TODO: Remove this method and replace the preview with a radius effect and scatter at the correct position...
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brushTransform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, brushSize, brushRotation);
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return true;
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}
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public void RenderBrushPreview(PaintContext paintContext, TerrainBrushPreviewMode previewTexture, BrushTransform brushTransform, Material material, int pass)
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{
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m_BrushRenderWithTerrain.RenderBrushPreview(paintContext, previewTexture, brushTransform, material, pass);
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}
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}
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}
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