You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

885 lines
38 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if HDPipeline
using UnityEngine.Rendering.HighDefinition;
#endif
namespace Gaia
{
[System.Serializable]
public class BakedMaskCacheEntry
{
public string fileName;
public string assetPath;
public string fullPath;
public RenderTexture texture;
}
[System.Serializable]
public class BakedMaskCache : UnityEngine.Object
{
public bool m_autoSpawnRunning = false;
//bool m_cacheClearedForAutoSpawn = false;
public GaiaSession m_gaiaSession;
public GaiaSessionManager m_gaiaSessionManager;
private Terrain m_worldMapTerrain;
public BakedMaskCacheEntry[] m_cacheEntries
{
get
{
if (m_gaiaSession == null)
{
m_gaiaSession = GaiaSessionManager.GetSessionManager(false).m_session;
}
return m_gaiaSession.m_bakedMaskCacheEntries;
}
set
{
if (m_gaiaSession == null)
{
m_gaiaSession = GaiaSessionManager.GetSessionManager(false).m_session;
}
m_gaiaSession.m_bakedMaskCacheEntries = value;
}
}
private GaiaSettings m_gaiaSettings;
private GaiaSettings GaiaSettings
{
get
{
if (m_gaiaSettings == null)
{
m_gaiaSettings = GaiaUtils.GetGaiaSettings();
}
return m_gaiaSettings;
}
}
public RenderTexture BakeTerrainTagCollisions(Terrain terrain, string tag, float radius)
{
GameObject[] allGOsWithTag = new GameObject[0];
bool tagFound = false;
try
{
allGOsWithTag = GameObject.FindGameObjectsWithTag(tag);
tagFound = true;
}
catch
{
tagFound = false;
}
if (!tagFound)
{
Debug.LogWarning("Could not find Game Objects for tag: " + tag + " when trying to bake a collision mask. Does this tag exist?");
return null;
}
//Array to store all positions and radi of the objects
Vector4[] posAndRad = new Vector4[allGOsWithTag.Length];
for (int i = 0; i < allGOsWithTag.Length; i++)
{
//need scalar position on the terrain from 0..1
//start with the actual center of the object - the transform.position is at the pivot which is not necessarily the center of the object.
Vector3 centerPosition = GetCenterAverage(allGOsWithTag[i].transform);
//get relative positon on the terrain first
float scaleFactor = (allGOsWithTag[i].transform.localScale.x + allGOsWithTag[i].transform.localScale.z) / 2f;
Vector4 v4 = new Vector4(centerPosition.x, centerPosition.y, centerPosition.z, WorldDistance2UVDistance(terrain, radius * scaleFactor));
v4.x -= terrain.transform.position.x;
v4.y -= terrain.transform.position.y;
v4.z -= terrain.transform.position.z;
//now make that relative position scalar (0..1)
v4.x /= terrain.terrainData.size.x;
v4.y /= terrain.terrainData.size.y;
v4.z /= terrain.terrainData.size.z;
//flip on z-axis
v4.z = 1 - v4.z;
posAndRad[i] = v4;
}
string fileName = GetTagCollisionMaskFileName(terrain, tag, radius);
return BakeVectorArrayForTerrain(posAndRad, terrain, fileName);
}
private Vector3 GetCenterAverage(Transform transform)
{
int childCount = transform.childCount;
if (childCount == 0)
{
return transform.position;
}
else
{
Vector3 returnVector = Vector3.zero;
for (int i = 0; i < childCount; i++)
{
returnVector += GetCenterAverage(transform.GetChild(i));
}
returnVector /= childCount;
return returnVector;
}
}
public void WriteCacheToDisk()
{
#if UNITY_EDITOR
int length = m_cacheEntries.Length;
for (int i = 0; i < length; i++)
{
ImageProcessing.WriteRenderTexture(m_cacheEntries[i].fullPath, m_cacheEntries[i].texture);
//Refresh mask immediately by reimporting it in the same step
AssetDatabase.ImportAsset(m_cacheEntries[i].assetPath, ImportAssetOptions.ForceUpdate);
m_cacheEntries[i].texture = null;
}
//clear the cache for a clean start, this will free the cache from outdated entries, etc.
//the cache will be rebuilt quickly only with the relevant files which are saved to disk now.
m_cacheEntries = new BakedMaskCacheEntry[0];
#endif
}
public RenderTexture BakeTerrainWorldBiomeMask(Terrain terrain, string worldBiomeMaskGUID)
{
if (m_gaiaSessionManager == null)
{
m_gaiaSessionManager = GaiaSessionManager.GetSessionManager(false);
}
if (m_worldMapTerrain == null)
{
m_worldMapTerrain = TerrainHelper.GetWorldMapTerrain();
}
if (m_worldMapTerrain == null)
{
Debug.LogWarning("Found no world map terrain for baking a world biome mask.");
return null;
}
if (String.IsNullOrEmpty(worldBiomeMaskGUID))
{
return null;
}
if (m_gaiaSessionManager.m_session == null)
{
Debug.LogWarning("Found no session for baking a world biome mask.");
return null;
}
if (m_gaiaSessionManager.m_session.m_worldBiomeMaskSettings == null)
{
Debug.LogWarning("Found no world designer settings in the session for baking a world biome mask.");
return null;
}
//we need to apply the mask stack for this biome mask on the world map to get the result, then copy the appropiate rectangle for the queried terrain into the cache & return it.
bool worldMapActiveState = m_worldMapTerrain.gameObject.activeInHierarchy;
m_worldMapTerrain.gameObject.SetActive(true);
GameObject emptyGO = new GameObject();
emptyGO.transform.position = new Vector3(m_worldMapTerrain.transform.position.x + m_worldMapTerrain.terrainData.size.x / 2f, m_worldMapTerrain.transform.position.y, m_worldMapTerrain.transform.position.z + +m_worldMapTerrain.terrainData.size.z / 2f);
GaiaMultiTerrainOperation operation = new GaiaMultiTerrainOperation(m_worldMapTerrain, emptyGO.transform, m_worldMapTerrain.terrainData.size.x);
operation.m_isWorldMapOperation = true;
operation.GetHeightmap();
operation.GetNormalmap();
operation.CollectTerrainBakedMasks();
RenderTextureDescriptor rtDescriptor = operation.RTbakedMask.descriptor;
RenderTexture inputTexture = RenderTexture.GetTemporary(rtDescriptor);
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = inputTexture;
GL.Clear(true, true, Color.white);
RenderTexture.active = currentRT;
RenderTexture ruleOutputTexture = RenderTexture.GetTemporary(rtDescriptor);
ImageMask[] maskStack = m_gaiaSessionManager.m_session.m_worldBiomeMaskSettings.m_spawnerRules.Find(x => x.GUID == worldBiomeMaskGUID).m_imageMasks;
//Calculate Target position &/ resolution
BoundsDouble bounds = new BoundsDouble();
TerrainHelper.GetTerrainBounds(ref bounds);
bounds.center -= TerrainLoaderManager.Instance.GetOrigin();
RenderTexture chunkContent = new RenderTexture(terrain.terrainData.heightmapTexture.descriptor);
int maxTilesX = Mathf.RoundToInt((float)bounds.size.x / terrain.terrainData.size.x);
int maxTilesZ = Mathf.RoundToInt((float)bounds.size.z / terrain.terrainData.size.z);
int currentTileX = Mathf.RoundToInt((terrain.transform.position.x - (float)bounds.min.x) / terrain.terrainData.size.x);
int currentTileZ = Mathf.RoundToInt((terrain.transform.position.z - (float)bounds.min.z) / terrain.terrainData.size.z);
float res = (terrain.terrainData.heightmapResolution) / ((float)bounds.size.x / terrain.terrainData.bounds.size.x * (terrain.terrainData.heightmapResolution - 1));
Bounds worldSpaceBounds = terrain.terrainData.bounds;
worldSpaceBounds.center = new Vector3(worldSpaceBounds.center.x + terrain.transform.position.x, worldSpaceBounds.center.y + terrain.transform.position.y, worldSpaceBounds.center.z + terrain.transform.position.z);
float xPos = ((float)currentTileX * terrain.terrainData.heightmapResolution) / (maxTilesX * terrain.terrainData.heightmapResolution);
float zPos = ((float)currentTileZ * terrain.terrainData.heightmapResolution) / (maxTilesZ * terrain.terrainData.heightmapResolution);
Vector2 pos = new Vector2(xPos, zPos);
//If we have a mask stack, we need to process it
if (maskStack != null && maskStack.Length > 0)
{
//We start from a white texture, so we need the first mask action in the stack to always be "Multiply", otherwise there will be no result.
maskStack[0].m_blendMode = ImageMaskBlendMode.Multiply;
float maxWorldHeight = 0f;
float minWorldHeight = 0f;
m_gaiaSessionManager.GetWorldMinMax(ref minWorldHeight, ref maxWorldHeight, true);
//Iterate through all image masks and set up the current paint context in case the shader uses heightmap data
foreach (ImageMask mask in maskStack)
{
mask.m_multiTerrainOperation = operation;
mask.m_seaLevel = m_gaiaSessionManager.GetSeaLevel();
mask.m_maxWorldHeight = maxWorldHeight;
mask.m_minWorldHeight = minWorldHeight;
}
Graphics.Blit(ImageProcessing.ApplyMaskStack(inputTexture, ruleOutputTexture, maskStack, ImageMaskInfluence.Local), ruleOutputTexture);
}
else
{
//no mask stack -> just blit the white input texture over as the output
Graphics.Blit(inputTexture, ruleOutputTexture);
}
operation.CloseOperation();
DestroyImmediate(emptyGO);
RenderTexture.ReleaseTemporary(inputTexture);
m_worldMapTerrain.gameObject.SetActive(worldMapActiveState);
//copy the rule output into the right size for the requested terrain chunk
Graphics.Blit(ruleOutputTexture, chunkContent, new Vector2(res, res), pos);
string filename = GetWorldBiomeMaskFilename(terrain, worldBiomeMaskGUID);
SaveBakedMaskInCache(chunkContent, terrain, filename);
RenderTexture.ReleaseTemporary(ruleOutputTexture);
return chunkContent;
}
public RenderTexture BakeLayerGameObjectCollisions(Terrain terrain, LayerMask layerMask, float distance)
{
//Set up the scene for the layer mask bake. Do all this in a try catch so we can clean up in case anything goes wrong.
RenderTexture collisionMask = OrthoLayerBake(terrain, layerMask, distance);
string fileName = GetLayerGameObjectCollisionMaskFileName(terrain, layerMask, distance);
SaveBakedMaskInCache(collisionMask, terrain, fileName);
return collisionMask;
}
private RenderTexture OrthoLayerBake(Terrain terrain, LayerMask layerMask, float distance)
{
RenderTextureDescriptor rtDesc = GetDefaultCollisionMaskRTDescriptor(terrain);
RenderTexture collisionMask = new RenderTexture(rtDesc);
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = collisionMask;
//we start with a full white texture, the areas that would create a collision are painted in black
GL.Clear(true, true, Color.white);
RenderTexture.active = currentRT;
var originalLODBias = QualitySettings.lodBias;
try
{
#if HDPipeline
//In HD Pipeline we can use a frame override to set the LOD Bias for the capture.
OrthographicBake.m_HDLODBiasOverride = 100;
#else
QualitySettings.lodBias = 100;
#endif
OrthographicBake.m_gaiaSettings = GaiaSettings;
OrthographicBake.LightsOff();
OrthographicBake.CreateBakeDirectionalLight(9999f, Color.white);
OrthographicBake.BakeTerrain(terrain, terrain.terrainData.heightmapResolution, terrain.terrainData.heightmapResolution, layerMask, null);
Material growShrinkMaterial = new Material(Shader.Find("Hidden/Gaia/GrowShrink"));
growShrinkMaterial.SetTexture("_InputTex", OrthographicBake.m_tmpRenderTexture);
//translate the grow shrink distance into a scalar terrain value, as the shader works with U/V coordinates
float scalarDistance = distance / terrain.terrainData.size.x;
growShrinkMaterial.SetFloat("_Distance", scalarDistance);
growShrinkMaterial.SetFloat("_TexelSize", OrthographicBake.m_tmpRenderTexture.texelSize.x);
Graphics.Blit(OrthographicBake.m_tmpRenderTexture, collisionMask, growShrinkMaterial, 1);
OrthographicBake.CleanUpRenderTexture();
}
catch (Exception ex)
{
Debug.LogError("Error while trying to bake a layer-based game object collision mask. Error Message: " + ex.Message + " Stack Trace: " + ex.StackTrace);
}
finally
{
#if !HDPipeline
QualitySettings.lodBias = originalLODBias;
#endif
OrthographicBake.LightsOn();
OrthographicBake.RemoveBakeDirectionalLight();
OrthographicBake.RemoveOrthoCam();
}
return collisionMask;
}
private RenderTexture BakeLayerTreeCollisions(Terrain terrain, LayerMask inputlayerMask, float growShrinkDistance)
{
bool originalHeightmapEnabled = terrain.drawHeightmap;
bool[] originalChildEnabledStates = new bool[terrain.transform.childCount];
for (int i = 0; i < terrain.transform.childCount; i++)
{
originalChildEnabledStates[i] = terrain.transform.GetChild(i).gameObject.activeInHierarchy;
}
RenderTexture collisionMask = null;
try
{
//Add in the layer of the terrain to the layer selection - needs to be visible for the ortho bake so the trees show up in the baked image
int terrainlayerbits = 1 << terrain.gameObject.layer;
LayerMask bakeLayerMask = inputlayerMask | terrainlayerbits;
terrain.drawHeightmap = false;
for (int i = 0; i < terrain.transform.childCount; i++)
{
terrain.transform.GetChild(i).gameObject.SetActive(false);
}
collisionMask = OrthoLayerBake(terrain, bakeLayerMask, growShrinkDistance);
string fileName = GetLayerTreeCollisionMaskFileName(terrain, inputlayerMask, growShrinkDistance);
SaveBakedMaskInCache(collisionMask, terrain, fileName);
}
catch (Exception ex)
{
Debug.LogError("Error while trying to bake a layer-based tree collision mask. Error Message: " + ex.Message + " Stack Trace: " + ex.StackTrace);
}
finally
{
terrain.drawHeightmap = originalHeightmapEnabled;
for (int i = 0; i < terrain.transform.childCount; i++)
{
terrain.transform.GetChild(i).gameObject.SetActive(originalChildEnabledStates[i]);
}
}
return collisionMask;
}
public RenderTexture BakeTerrainTreeCollisions(Terrain terrain, CollisionMask collisionMask, float boundsRadius)
{
//Iterate through the trees and build a v4 array with the positions
List<int> treePrototypeIds = new List<int>();
List<SpawnRule> selectedTreeRules = CollisionMask.m_allTreeSpawnRules.Where(x => collisionMask.m_selectedTreeSpawnRuleGUIDs.Contains(x.GUID)).ToList();
foreach (SpawnRule sr in selectedTreeRules)
{
if (sr == null)
{
continue;
}
int treePrototypeID = TerrainHelper.GetTreePrototypeIDFromSpawnRule(sr, terrain);
treePrototypeIds.Add(treePrototypeID);
}
TreeInstance[] allRelevantTrees = terrain.terrainData.treeInstances.Where(x => treePrototypeIds.Contains(x.prototypeIndex)).ToArray();
//Array to store all positions and radi of the tree
Vector4[] posAndRad = new Vector4[allRelevantTrees.Length];
for (int i = 0; i < allRelevantTrees.Length; i++)
{
//note the flip on the z-axis
posAndRad[i] = new Vector4(allRelevantTrees[i].position.x, allRelevantTrees[i].position.y, 1 - allRelevantTrees[i].position.z, WorldDistance2UVDistance(terrain, boundsRadius * allRelevantTrees[i].widthScale));
}
string fileName = GetTreeCollisionMaskFileName(terrain, collisionMask.RadiusTreeMaskValues.ToString(), boundsRadius);
return BakeVectorArrayForTerrain(posAndRad, terrain, fileName);
}
/// <summary>
/// Converts a regular world space unity unit distance to a distance in scalar (0-1) UV-space on a terrain.
/// </summary>
/// <param name="Terrain">The terrain on which the conversion takes place</param>
/// <param name="distance">The distance to convert.</param>
/// <returns></returns>
private float WorldDistance2UVDistance(Terrain terrain, float distance)
{
float longerSideLength = Mathf.Max(terrain.terrainData.size.x, terrain.terrainData.size.z);
return Mathf.InverseLerp(0, longerSideLength, distance);
}
private RenderTexture BakeVectorArrayForTerrain(Vector4[] posAndRad, Terrain terrain, string filename)
{
//setting up with default settings from the paint context source render texture
RenderTextureDescriptor rtDesc = GetDefaultCollisionMaskRTDescriptor(terrain);
RenderTexture collisionMask = new RenderTexture(rtDesc);
RenderTexture currentRT = RenderTexture.active;
RenderTexture.active = collisionMask;
//we start with a full white texture, the areas that would create a collision are painted in black
GL.Clear(true, true, Color.white);
RenderTexture.active = currentRT;
//We need a buffer texture to continously feed the output of the tree collision baking back into the shader.
//while still iterating through the trees.
RenderTexture collisionMaskBuffer = RenderTexture.GetTemporary(collisionMask.descriptor);
//Clear the buffer for a clean start
Graphics.Blit(collisionMask, collisionMaskBuffer);
//Prepare a material that will bake the trees into a mask as we spawn them
Material treeBakeMat = new Material(Shader.Find("Hidden/Gaia/TreeCollisionMaskBaking"));
//treeBakeMat.SetFloat("_Strength", 1f);
//AnimationCurve tempCurve = new AnimationCurve(new Keyframe[] { new Keyframe { time = 0, value = 1 }, new Keyframe { time = 1, value = 0 } });
//Texture2D tempTexture = new Texture2D(256, 1);
//ImageProcessing.CreateMaskCurveTexture(ref tempTexture);
//ImageProcessing.BakeCurveTexture(tempCurve, tempTexture);
//treeBakeMat.SetTexture("_DistanceMaskTex", tempTexture);
//treeBakeMat.SetInt("_Invert", 0);
//
int currentPosNumber = 0;
while (currentPosNumber < posAndRad.Length)
{
int segmentLength = Math.Min(1000, posAndRad.Length - currentPosNumber);
Vector4[] segment = new Vector4[segmentLength];
Array.Copy(posAndRad, Math.Max(0, currentPosNumber - 1), segment, 0, segmentLength);
treeBakeMat.SetTexture("_InputTex", collisionMaskBuffer);
treeBakeMat.SetVectorArray("_TargetPosition", segment);
treeBakeMat.SetInt("_PositionsCount", segmentLength);
Graphics.Blit(collisionMaskBuffer, collisionMask, treeBakeMat, 2);
Graphics.Blit(collisionMask, collisionMaskBuffer);
currentPosNumber += segmentLength;
}
////Iterate through the trees and bake
//foreach (Vector4 v4 in posAndRad)
//{
// //treeBakeMat.SetVector("_TargetPosition", new Vector4(v4.x, v4.z, 0, 0));
// treeBakeMat.SetTexture("_InputTex", collisionMaskBuffer);
// Graphics.Blit(collisionMaskBuffer, collisionMask, treeBakeMat, 2);
// Graphics.Blit(collisionMask, collisionMaskBuffer);
//}
//Store the final result in the appropiate file
SaveBakedMaskInCache(collisionMask, terrain, filename);
//Clean Up
RenderTexture.ReleaseTemporary(collisionMaskBuffer);
return collisionMask;
}
private RenderTextureDescriptor GetDefaultCollisionMaskRTDescriptor(Terrain terrain)
{
RenderTextureDescriptor rtDesc = new RenderTextureDescriptor();
rtDesc.autoGenerateMips = true;
rtDesc.bindMS = false;
rtDesc.colorFormat = RenderTextureFormat.R16;
rtDesc.depthBufferBits = 0;
rtDesc.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
rtDesc.enableRandomWrite = true;
rtDesc.graphicsFormat = UnityEngine.Experimental.Rendering.GraphicsFormat.R16_UNorm;
rtDesc.height = Mathf.RoundToInt(terrain.terrainData.size.z);
rtDesc.memoryless = RenderTextureMemoryless.None;
rtDesc.msaaSamples = 1;
rtDesc.sRGB = false;
rtDesc.shadowSamplingMode = UnityEngine.Rendering.ShadowSamplingMode.None;
rtDesc.useDynamicScale = false;
rtDesc.useMipMap = false;
rtDesc.volumeDepth = 1;
rtDesc.vrUsage = VRTextureUsage.None;
rtDesc.width = Mathf.RoundToInt(terrain.terrainData.size.x);
return rtDesc;
}
private string GetTreeCollisionMaskFileName(Terrain terrain, string spawnRuleGUID, float radius)
{
return terrain.name + "_" + BakedMaskTypeInternal.RadiusTree.ToString() + "_" + spawnRuleGUID + "_" + radius.ToString();
}
private string GetTreeCollisionMaskSearchString(string spawnRuleGUID)
{
return BakedMaskTypeInternal.RadiusTree.ToString() + "_" + spawnRuleGUID.ToString();
}
private string GetLayerGameObjectCollisionMaskFileName(Terrain terrain, LayerMask layerMask, float distance)
{
return terrain.name + "_" + BakedMaskTypeInternal.LayerGameObject.ToString() + "_" + layerMask.value.ToString() + "_" + distance.ToString();
}
private string GetLayerTreeCollisionMaskFileName(Terrain terrain, LayerMask layerMask, float distance)
{
return terrain.name + "_" + BakedMaskTypeInternal.LayerTree.ToString() + "_" + layerMask.value.ToString() + "_" + distance.ToString();
}
private string GetTagCollisionMaskFileName(Terrain terrain, string m_tag, float radius)
{
return terrain.name + "_" + BakedMaskTypeInternal.RadiusTag.ToString() + "_" + m_tag + "_" + radius.ToString();
}
private LayerMask GetLayerMaskFromFileName(string fileName)
{
string masktypeName = "";
if (fileName.Contains(BakedMaskTypeInternal.LayerGameObject.ToString()))
{
masktypeName = BakedMaskTypeInternal.LayerGameObject.ToString();
}
if (fileName.Contains(BakedMaskTypeInternal.LayerTree.ToString()))
{
masktypeName = BakedMaskTypeInternal.LayerTree.ToString();
}
if (masktypeName == "")
{
return -1;
}
string layerMaskString = fileName.Substring(fileName.IndexOf(masktypeName) + masktypeName.Length + 1);
layerMaskString = layerMaskString.Substring(0, layerMaskString.LastIndexOf("_"));
try
{
int parsedInt = -1;
int.TryParse(layerMaskString, out parsedInt);
LayerMask layerMask = parsedInt;
return layerMask;
}
catch (Exception ex)
{
Debug.LogError("could not reset a cached collision layer mask, tried to use the following layer mask string: " + layerMaskString);
//workaround to avoid warning in the compiler
if (ex.Message == "")
{
}
return -1;
}
}
private string GetTagCollisionMaskSearchString(string tag)
{
return BakedMaskTypeInternal.RadiusTag.ToString() + "_" + tag;
}
private string GetWorldBiomeMaskFilename(Terrain terrain, string GUID)
{
return terrain.name + "_" + BakedMaskTypeInternal.WorldBiomeMask.ToString() + "_" + GUID;
}
private string GetWorldBiomeMaskSearchString(string GUID)
{
return BakedMaskTypeInternal.WorldBiomeMask.ToString() + "_" + GUID;
}
private void SaveBakedMaskInCache(RenderTexture renderTexture, Terrain terrain, string fileName)
{
if (m_cacheEntries == null)
{
m_cacheEntries = new BakedMaskCacheEntry[0];
}
//Convert the RT
//Texture2D texture = GaiaUtils.ConvertRenderTextureToTexture2D(renderTexture);
//texture.name = fileName;
//Check if there is an entry already
int length = m_cacheEntries.Length;
bool found = false;
for (int i = 0; i < length; i++)
{
if (m_cacheEntries[i].fileName == fileName)
{
//found an entry, update with new render texture
found = true;
if (m_cacheEntries[i].texture != null)
{
m_cacheEntries[i].texture.Release();
DestroyImmediate(m_cacheEntries[i].texture);
}
WriteCacheEntry(m_cacheEntries[i], renderTexture, terrain, fileName);
break;
}
}
//Not found? Need to append cache array and write the new entry at the end
if (!found)
{
AddNewCollisionMaskCacheEntry(renderTexture, terrain, fileName);
}
}
private void AddNewCollisionMaskCacheEntry(RenderTexture texture, Terrain terrain, string fileName)
{
BakedMaskCacheEntry[] newArray = new BakedMaskCacheEntry[m_cacheEntries.Length + 1];
int length2 = m_cacheEntries.Length;
for (int i = 0; i < length2; i++)
{
newArray[i] = m_cacheEntries[i];
}
newArray[newArray.Length - 1] = new BakedMaskCacheEntry();
WriteCacheEntry(newArray[newArray.Length - 1], texture, terrain, fileName);
m_cacheEntries = newArray;
//EditorUtility.SetDirty(this);
#if UNITY_EDITOR
EditorUtility.SetDirty(GaiaSessionManager.GetSessionManager(false));
#endif
}
private void WriteCacheEntry(BakedMaskCacheEntry entry, RenderTexture texture, Terrain terrain, string fileName)
{
//build the paths
string assetPath = GaiaDirectories.GetTerrainCollisionDirectory(terrain) + "/" + fileName;
string fullPath = assetPath.Replace("Assets", Application.dataPath);
//clear old texture
if (entry.texture != null && entry.texture != Texture2D.whiteTexture)
{
UnityEngine.Object.DestroyImmediate(entry.texture);
entry.texture = null;
}
//overwrite texture contents
entry.texture = texture;
//assign Paths & name
entry.fileName = fileName;
entry.assetPath = assetPath;
entry.fullPath = fullPath;
}
public RenderTexture LoadBakedMask(Terrain terrain, BakedMaskTypeInternal type, CollisionMask collisionMask = null, string worldMaskGUID = "") //float radius, int id = 0, string tag = "", string GUID = "")
{
if (m_cacheEntries == null)
{
m_cacheEntries = new BakedMaskCacheEntry[0];
}
string fileName = "";
switch (type)
{
case BakedMaskTypeInternal.RadiusTree:
fileName = GetTreeCollisionMaskFileName(terrain, collisionMask.RadiusTreeMaskValues.ToString(), collisionMask.m_Radius);
break;
case BakedMaskTypeInternal.RadiusTag:
fileName = GetTagCollisionMaskFileName(terrain, collisionMask.m_tag, collisionMask.m_Radius);
break;
case BakedMaskTypeInternal.WorldBiomeMask:
fileName = GetWorldBiomeMaskFilename(terrain, worldMaskGUID);
break;
case BakedMaskTypeInternal.LayerGameObject:
fileName = GetLayerGameObjectCollisionMaskFileName(terrain, collisionMask.m_layerMask, collisionMask.m_growShrinkDistance);
break;
case BakedMaskTypeInternal.LayerTree:
fileName = GetLayerTreeCollisionMaskFileName(terrain, collisionMask.m_layerMask, collisionMask.m_growShrinkDistance);
break;
default:
return null;
}
if (fileName != "")
{
//file in cache? If yes, return from there
int length = m_cacheEntries.Length;
for (int i = 0; i < length; i++)
{
if (m_cacheEntries[i].fileName == fileName)
//does it have a texture as well?
if (m_cacheEntries[i].texture != null)
{
//found it, we can return it & are done
return m_cacheEntries[i].texture;
}
}
//not in cache? We need to bake it then!
switch (type)
{
case BakedMaskTypeInternal.RadiusTree:
return BakeTerrainTreeCollisions(terrain, collisionMask, collisionMask.m_Radius);
case BakedMaskTypeInternal.RadiusTag:
return BakeTerrainTagCollisions(terrain, collisionMask.m_tag, collisionMask.m_Radius);
case BakedMaskTypeInternal.WorldBiomeMask:
return BakeTerrainWorldBiomeMask(terrain, worldMaskGUID);
case BakedMaskTypeInternal.LayerGameObject:
return BakeLayerGameObjectCollisions(terrain, collisionMask.m_layerMask, collisionMask.m_growShrinkDistance);
case BakedMaskTypeInternal.LayerTree:
return BakeLayerTreeCollisions(terrain, collisionMask.m_layerMask, collisionMask.m_growShrinkDistance);
default:
return null;
}
//not in cache? try reading from disk...
#if UNITY_EDITOR
//Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath(GaiaDirectories.GetTerrainCollisionDirectory(terrain) + "/" + GetTreeCollisionMaskFileName(terrain, id, radius), typeof(Texture2D));
//if (texture != null)
//{
// //found it on disk, write a copy of it in cache for next access attempt, then return the copy.
// //We need to work with a copy here because otherwise we can run into issue when trying to overwrite the image file
// Texture2D copy = new Texture2D(texture.width, texture.height, texture.format, true);
// Graphics.CopyTexture(texture, copy);
// AddNewCollisionMaskCacheEntry(copy, terrain, fileName);
// return copy;
//}
#endif
}
else return null;
}
public void BakeAllLayerGameObjectCollisions(LayerMask layerMask, float growShrinkDistance)
{
foreach (Terrain t in Terrain.activeTerrains)
{
BakeLayerGameObjectCollisions(t, layerMask, growShrinkDistance);
}
}
public void BakeAllLayerTreeCollisions(LayerMask layerMask, float growShrinkDistance)
{
foreach (Terrain t in Terrain.activeTerrains)
{
BakeLayerTreeCollisions(t, layerMask, growShrinkDistance);
}
}
public void BakeAllTreeCollisions(CollisionMask collisionMask, float radius)
{
foreach (Terrain t in Terrain.activeTerrains)
{
BakeTerrainTreeCollisions(t, collisionMask, radius);
}
}
public void BakeAllTagCollisions(string m_tag, float m_tagRadius)
{
foreach (Terrain t in Terrain.activeTerrains)
{
BakeTerrainTagCollisions(t, m_tag, m_tagRadius);
}
}
public void ClearCache()
{
#if UNITY_EDITOR
int length = m_cacheEntries.Length;
for (int i = 0; i < length; i++)
{
if (m_cacheEntries[i].texture != null)
{
m_cacheEntries[i].texture.Release();
//DestroyImmediate(m_cacheEntries[i].texture);
m_cacheEntries[i].texture = null;
}
}
m_cacheEntries = new BakedMaskCacheEntry[0];
#endif
}
public void ClearCacheForSpawn()
{
ClearCache();
}
public void SetWorldBiomeMaskDirty(string worldBiomeMaskGUID)
{
string searchString = GetWorldBiomeMaskSearchString(worldBiomeMaskGUID);
SetDirty(searchString);
}
public void SetTreeDirty(string spawnRuleGUID, int layerID)
{
string searchString = GetTreeCollisionMaskSearchString(spawnRuleGUID);
SetDirty(searchString);
SetLayerIDDirty(layerID);
}
public void SetGameObjectDirty(GameObject gameObject)
{
if (gameObject.tag != "Untagged")
{
string searchString = GetTagCollisionMaskSearchString(gameObject.tag);
SetDirty(searchString);
}
SetLayerIDDirty(gameObject.layer);
}
public void SetLayerIDDirty(int layerID)
{
//Iterate through the cached textures, and fish out the ones that fit the layer ID according to the layer mask, then relase them
for (int i = 0; i < m_cacheEntries.Length; i++)
{
LayerMask layerMask = GetLayerMaskFromFileName(m_cacheEntries[i].fileName);
if (layerMask != -1)
{
if ((layerMask & 1 << layerID) != 0)
{
//found the layer in the layer mask, need to release the texture
if (m_cacheEntries[i].texture != null)
{
m_cacheEntries[i].texture.Release();
//DestroyImmediate(m_cacheEntries[i].texture);
m_cacheEntries[i].texture = null;
}
}
}
}
}
private void SetDirty(string searchString)
{
//Release the affected render textures
for (int i = 0; i < m_cacheEntries.Length; i++)
{
if (m_cacheEntries[i].fileName.Contains(searchString))
{
if (m_cacheEntries[i].texture != null)
{
m_cacheEntries[i].texture.Release();
//DestroyImmediate(m_cacheEntries[i].texture);
m_cacheEntries[i].texture = null;
}
}
}
//Remove the affected array entries
m_cacheEntries = m_cacheEntries.Where(x => x.fileName.Contains(searchString) != true).ToArray();
}
//public void BeginAutoSpawn()
//{
// m_autoSpawnRunning = true;
// m_cacheClearedForAutoSpawn = false;
//}
//public void EndAutoSpawn()
//{
// m_autoSpawnRunning = false;
// m_cacheClearedForAutoSpawn = false;
//}
}
}