forked from BilalY/Rasagar
404 lines
14 KiB
C#
404 lines
14 KiB
C#
using System;
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namespace UnityEngine.TerrainTools
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{
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internal class Heightmap
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{
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public enum Flip
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{
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None,
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Horizontal,
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Vertical,
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};
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public enum Mode
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{
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Global,
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Batch,
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Tiles
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};
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public enum Depth
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{
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Bit8 = 1,
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Bit16 = 2
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};
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public enum Format
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{
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PNG,
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TGA,
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RAW
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};
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public readonly Vector2Int Size;
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public int Width => Size.x;
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public int Height => Size.y;
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public float Remap = 1.0f;
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public float Base = 0f;
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private readonly float[,] m_NormalisedHeights;
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private void FlipHeightsInPlaceHorizontally()
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{
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int otherX = Width - 1;
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for (int x = 0; x < Width / 2; x++, otherX--)
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{
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for (int y = 0; y < Height; y++)
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{
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float temp = m_NormalisedHeights[y, x];
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m_NormalisedHeights[y, x] = m_NormalisedHeights[y, otherX];
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m_NormalisedHeights[y, otherX] = temp;
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}
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}
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}
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private void FlipHeightsInPlaceVertically()
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{
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int otherY = Height - 1;
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for (int y = 0; y < Height / 2; y++, otherY--)
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{
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for (int x = 0; x < Width; x++)
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{
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float temp = m_NormalisedHeights[y, x];
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m_NormalisedHeights[y, x] = m_NormalisedHeights[otherY, x];
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m_NormalisedHeights[otherY, x] = temp;
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}
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}
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}
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public void FlipHeightsInPlace(Flip flip)
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{
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switch (flip)
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{
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case Flip.None:
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{
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break;
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}
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case Flip.Horizontal:
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{
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FlipHeightsInPlaceHorizontally();
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break;
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}
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case Flip.Vertical:
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{
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FlipHeightsInPlaceVertically();
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break;
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}
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default:
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{
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throw new ArgumentOutOfRangeException(nameof(flip), flip, null);
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}
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} // End of switch.
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}
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private static void ConvertInt8ToRawData(int value, byte[] buffer, int bufferIndex)
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{
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buffer[bufferIndex] = (byte)(value & 0xFF);
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}
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private static void ConvertInt16ToRawData(int value, byte[] buffer, int bufferIndex)
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{
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buffer[bufferIndex] = (byte)(value & 0xFF);
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buffer[bufferIndex + 1] = (byte)((value >> 8) & 0xFF);
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}
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/// <summary>
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/// Converts the specified height-map to a 16-bit raw image file.
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/// </summary>
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/// <returns>The array of bytes to be used.</returns>
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public byte[] ConvertToRawData()
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{
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const int valueSize = 2;
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const float scale = (1 << (valueSize * 8)) - 1;
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int bufferSize = Width * Height * valueSize;
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byte[] buffer = new byte[bufferSize];
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int bufferIndex = 0;
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for (int y = 0; y < Height; y++)
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{
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for (int x = 0; x < Width; x++, bufferIndex += valueSize)
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{
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float normalisedHeight = m_NormalisedHeights[y, x];
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float scaledHeight = normalisedHeight * scale;
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int value = Mathf.RoundToInt(scaledHeight);
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ConvertInt16ToRawData(value, buffer, bufferIndex);
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}
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}
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return buffer;
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}
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private static int ConvertRawDataToInt8(byte[] buffer, int bufferIndex)
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{
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int value = buffer[bufferIndex];
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return value;
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}
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private static int ConvertRawDataToInt16(byte[] buffer, int bufferIndex)
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{
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int value = (buffer[bufferIndex + 1] << 8) | buffer[bufferIndex];
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return value;
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}
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private static int[] ConvertFromRawData(byte[] rawData, int valueSize, Func<byte[], int, int> convert)
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{
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int numBytes = rawData.Length;
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int numValues = numBytes / valueSize;
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int[] values = new int[numValues];
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int index = 0;
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for (int i = 0; i < numBytes; i += valueSize)
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{
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values[index++] = convert(rawData, i);
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}
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return values;
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}
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private static float[,] CalculateHeightData(byte[] rawData, int valueSize, Func<byte[], int, int> convert, Vector2Int size)
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{
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int[] rawValues = ConvertFromRawData(rawData, valueSize, convert);
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float[,] heightData = new float[size.y, size.x];
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float scale = (1 << (valueSize * 8)) - 1;
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float oneOverScale = 1.0f / scale;
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int index = 0;
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for (int y = 0; y < size.y; y++)
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{
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for (int x = 0; x < size.x; x++)
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{
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int rawValue = rawValues[index++];
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float height = rawValue * oneOverScale;
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heightData[y, x] = height;
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}
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}
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return heightData;
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}
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private float[,] GenerateExactHeightDataFromParent(Heightmap parentHeightmap, Vector2Int offset, Vector2Int size)
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{
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float[,] parentHeightData = parentHeightmap.m_NormalisedHeights;
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float[,] normalisedHeights = new float[size.y, size.x];
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// Copy the height data from our parent height-map...
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for (int y = 0; y < size.y; y++)
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{
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for (int x = 0; x < size.x; x++)
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{
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int parentX = offset.x + x;
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int parentY = offset.y + y;
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float parentHeight = parentHeightData[parentY, parentX];
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m_NormalisedHeights[y, x] = parentHeight;
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}
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}
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return normalisedHeights;
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}
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private float[,] GenerateBlendedHeightDataFromParent(Heightmap parentHeightmap, Vector2Int offset, Vector2Int size)
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{
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float[,] normalisedHeights = new float[size.y + 1, size.x + 1];
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Vector2 parentOffset = new Vector2(0.0f, offset.y); // - 0.5f);
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int width = size.x;
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int height = size.y;
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// Copy the height data from our parent height-map...
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for (int y = 0; y <= height; y++, parentOffset.y++)
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{
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parentOffset.x = offset.x; // - 0.5f;
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for (int x = 0; x <= width; x++, parentOffset.x++)
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{
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float parentHeight = parentHeightmap.GetNormalisedHeightAt(parentOffset);
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normalisedHeights[y, x] = parentHeight * Remap + Base;
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}
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}
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return normalisedHeights;
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}
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public Heightmap(byte[] rawData, Flip flip)
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{
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int numElements = rawData.Length;
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int size = (int)Mathf.Sqrt(numElements);
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int size2 = size * size;
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// Is this an 8-bit raw image?
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if (size2 == numElements)
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{
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Size = new Vector2Int(size, size);
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m_NormalisedHeights = CalculateHeightData(rawData, 1, ConvertRawDataToInt8, Size);
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}
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else
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{
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numElements /= 2;
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size = (int)Mathf.Sqrt(numElements);
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size2 = size * size;
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// Is this a 16-bit raw image?
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if (size2 == numElements)
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{
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Size = new Vector2Int(size, size);
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m_NormalisedHeights = CalculateHeightData(rawData, 2, ConvertRawDataToInt16, Size);
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}
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else
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{
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throw new InvalidOperationException("Cannot generate a height-map from non-square data.");
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}
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}
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FlipHeightsInPlace(flip);
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}
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public Heightmap(Heightmap parentHeightmap, Vector2Int offset, Vector2Int size, float remap, float baseLevel)
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{
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// Initialise our dimensions and allocate the necessary memory...
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Size = size;
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Remap = remap;
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Base = baseLevel;
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m_NormalisedHeights = GenerateBlendedHeightDataFromParent(parentHeightmap, offset, size);
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}
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public Heightmap(float[,] heights, Flip flip)
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{
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int numRows = heights.GetLength(0);
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int numColumns = heights.GetLength(1);
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Size = new Vector2Int(numRows, numColumns);
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m_NormalisedHeights = heights;
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FlipHeightsInPlace(flip);
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}
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public Heightmap(Vector2Int size)
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{
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Size = size;
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m_NormalisedHeights = new float[Height, Width];
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}
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/// <summary>
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/// Sets the array of normalised heights at the position specified in the height-map.
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/// </summary>
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/// <param name="offset"></param>
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/// <param name="normalisedHeights"></param>
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public void SetNormalisedHeights(Vector2Int offset, float[,] normalisedHeights)
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{
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int specifiedWidth = normalisedHeights.GetLength(1);
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int specifiedHeight = normalisedHeights.GetLength(0);
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for (int x = 0; x < specifiedWidth; x++)
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{
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for (int y = 0; y < specifiedHeight; y++)
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{
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float normalisedHeight = normalisedHeights[y, x];
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m_NormalisedHeights[offset.y + y, offset.x + x] = normalisedHeight;
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}
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}
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}
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/// <summary>
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/// Gets the normalised height at the specified location in the height-map.
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/// </summary>
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/// <param name="offset">The co-ordinates of the height to fetch.</param>
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/// <returns>The normalised height at the location specified.</returns>
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public float GetNormalisedHeightAt(Vector2 offset)
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{
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int x = (offset.x >= Width) ? Width - 1 : (int)offset.x;
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int y = (offset.y >= Height) ? Height - 1 : (int)offset.y;
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float height = m_NormalisedHeights[y, x];
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return height;
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}
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/// <summary>
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/// Apply the data held by this height-map to the specified piece of terrain.
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/// </summary>
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/// <param name="terrain">The terrain to apply the height-map to.</param>
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/// <param name="size">The size of the terrain to be generated,</param>
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public void ApplyTo(Terrain terrain)
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{
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terrain.terrainData.heightmapResolution = Width;
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terrain.terrainData.SetHeights(0, 0, m_NormalisedHeights);
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}
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/// <summary>
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/// Generate a Texture2D from the current height-map applying a checkerboard effect on the alpha-channel.
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/// </summary>
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/// <param name="textureSize">The size of the texture to generate.</param>
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/// <param name="checkerboardDimensions">The number of tiles on the checkerboard.</param>
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/// <param name="checkerboardAlpha">The alpha of the dark checkerboard tiles.</param>
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/// <returns>The Texture2D generated.</returns>
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public Texture2D ToTexture2D(Vector2Int textureSize, Vector2Int checkerboardDimensions, float checkerboardAlpha)
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{
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const TextureFormat format = TextureFormat.ARGB32;
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const bool mipChain = false;
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const bool linear = true;
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Vector2Int checkerboardSize = new Vector2Int(textureSize.x / checkerboardDimensions.x, textureSize.y / checkerboardDimensions.y);
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Texture2D newTexture = new Texture2D(textureSize.x, textureSize.y, format, mipChain, linear);
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float incrementX = (float)Width / textureSize.x;
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float incrementY = (float)Height / textureSize.y;
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float heightmapY = 0.0f;
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// No filtering here - simply read a value for each pixel in the output texture...
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for (int textureY = 0; textureY < textureSize.y; textureY++, heightmapY += incrementY)
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{
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int checkerboardY = textureY / checkerboardSize.y;
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float heightmapX = 0.0f;
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for (int textureX = 0; textureX < textureSize.x; textureX++, heightmapX += incrementX)
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{
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int checkerboardX = textureX / checkerboardSize.x;
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int checkerboardIndex = checkerboardX + checkerboardY;
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float normalisedHeight = m_NormalisedHeights[(int)heightmapY, (int)heightmapX];
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float alpha = ((checkerboardIndex & 1) == 0) ? 1.0f : checkerboardAlpha;
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Color color = new Color(normalisedHeight, normalisedHeight, normalisedHeight, alpha);
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newTexture.SetPixel(textureX, textureY, color);
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}
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}
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newTexture.Apply();
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return newTexture;
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}
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/// <summary>
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/// Generate a Texture2D from the current height-map applying a checkerboard effect on the alpha-channel.
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/// </summary>
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/// <param name="checkerboardDimensions">The number of tiles on the checkerboard.</param>
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/// <param name="checkerboardAlpha">The alpha of the dark checkerboard tiles.</param>
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/// <returns>The Texture2D generated.</returns>
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public Texture2D ToTexture2D(Vector2Int checkerboardDimensions, float checkerboardAlpha)
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{
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Vector2Int textureSize = new Vector2Int(Width, Height);
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return ToTexture2D(textureSize, checkerboardDimensions, checkerboardAlpha);
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}
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/// <summary>
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/// Generate a Texture2D from the current height-map.
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/// </summary>
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/// <returns>The Texture2D generated.</returns>
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public Texture2D ToTexture2D()
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{
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Vector2Int oneByOne = new Vector2Int(1, 1);
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return ToTexture2D(oneByOne, 0.5f);
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}
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}
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}
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