TG9six 03a642d635 first push
first push
2025-09-06 17:17:39 +04:00

323 lines
12 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
[RequireComponent(typeof(MeshFilter))]
[ExecuteInEditMode]
public class GrassPainter : MonoBehaviour
{
public Mesh mesh;
MeshFilter filter;
public Color AdjustedColor;
[Range(1, 600000)]
public int grassLimit = 50000;
private Vector3 lastPosition = Vector3.zero;
public int toolbarInt = 0;
public int toolbarIntEdit = 0;
[SerializeField]
List<Vector3> positions = new List<Vector3>();
[SerializeField]
List<Color> colors = new List<Color>();
[SerializeField]
List<int> indicies = new List<int>();
[SerializeField]
List<Vector3> normals = new List<Vector3>();
[SerializeField]
List<Vector2> length = new List<Vector2>();
public int i = 0;
public float sizeWidth = 1f;
public float sizeLength = 1f;
public float density = 1f;
public float normalLimit = 1;
public float rangeR, rangeG, rangeB;
public LayerMask hitMask = 1;
public LayerMask paintMask = 1;
public float brushSize;
public float brushFalloffSize;
public float Flow;
private int flowTimer;
Vector3 mousePos;
[HideInInspector]
public Vector3 hitPosGizmo;
Vector3 hitPos;
[HideInInspector]
public Vector3 hitNormal;
int[] indi;
#if UNITY_EDITOR
void OnFocus()
{
// Remove delegate listener if it has previously
// been assigned.
SceneView.duringSceneGui -= this.OnScene;
// Add (or re-add) the delegate.
SceneView.duringSceneGui += this.OnScene;
}
public void SaveAsset()
{
if (filter)
{
string s = System.Guid.NewGuid().ToString();
string savePath = "Assets/CustomEffects/GrassMesh/" + gameObject.name + s + ".asset";
Debug.Log("Saved Mesh to:" + savePath);
AssetDatabase.CreateAsset(filter.sharedMesh, savePath);
GameObject newObj = new GameObject();
newObj.transform.position = transform.position;
newObj.transform.rotation = transform.rotation;
MeshFilter newFilter = newObj.AddComponent<MeshFilter>();
newFilter.sharedMesh = AssetDatabase.LoadAssetAtPath<Mesh>(savePath);
MeshRenderer newRend = newObj.AddComponent<MeshRenderer>();
newRend.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
newObj.transform.name = s;
ClearMesh();
}
}
void OnDestroy()
{
// When the window is destroyed, remove the delegate
// so that it will no longer do any drawing.
SceneView.duringSceneGui -= this.OnScene;
}
private void OnEnable()
{
filter = GetComponent<MeshFilter>();
SceneView.duringSceneGui += this.OnScene;
}
public void ClearMesh()
{
i = 0;
positions = new List<Vector3>();
indicies = new List<int>();
colors = new List<Color>();
normals = new List<Vector3>();
length = new List<Vector2>();
}
void OnScene(SceneView scene)
{
// only allow painting while this object is selected
if (this != null && this.gameObject != null && (Selection.Contains(gameObject)))
{
Event e = Event.current;
RaycastHit terrainHit;
mousePos = e.mousePosition;
float ppp = EditorGUIUtility.pixelsPerPoint;
mousePos.y = scene.camera.pixelHeight - mousePos.y * ppp;
mousePos.x *= ppp;
// ray for gizmo(disc)
Ray rayGizmo = scene.camera.ScreenPointToRay(mousePos);
RaycastHit hitGizmo;
if (Physics.Raycast(rayGizmo, out hitGizmo, 200f, hitMask.value))
{
hitPosGizmo = hitGizmo.point;
}
if (e.type == EventType.MouseDrag && e.button == 1 && toolbarInt == 0)
{
// place based on density
for (int k = 0; k < density; k++)
{
// brushrange
float t = 2f * Mathf.PI * Random.Range(0f, brushSize);
float u = Random.Range(0f, brushSize) + Random.Range(0f, brushSize);
float r = (u > 1 ? 2 - u : u);
Vector3 origin = Vector3.zero;
// place random in radius, except for first one
if (k != 0)
{
origin.x += r * Mathf.Cos(t);
origin.y += r * Mathf.Sin(t);
}
else
{
origin = Vector3.zero;
}
// add random range to ray
Ray ray = scene.camera.ScreenPointToRay(mousePos);
ray.origin += origin;
// if the ray hits something thats on the layer mask, within the grass limit and within the y normal limit
if (Physics.Raycast(ray, out terrainHit, 200f, hitMask.value) && i < grassLimit && terrainHit.normal.y <= (1 + normalLimit) && terrainHit.normal.y >= (1 - normalLimit))
{
if ((paintMask.value & (1 << terrainHit.transform.gameObject.layer)) > 0)
{
hitPos = terrainHit.point;
hitNormal = terrainHit.normal;
if (k != 0)
{
var grassPosition = hitPos;// + Vector3.Cross(origin, hitNormal);
grassPosition -= this.transform.position;
positions.Add((grassPosition));
indicies.Add(i);
length.Add(new Vector2(sizeWidth, sizeLength));
// add random color variations
colors.Add(new Color(AdjustedColor.r + (Random.Range(0, 1.0f) * rangeR), AdjustedColor.g + (Random.Range(0, 1.0f) * rangeG), AdjustedColor.b + (Random.Range(0, 1.0f) * rangeB), 1));
//colors.Add(temp);
normals.Add(terrainHit.normal);
i++;
}
else
{// to not place everything at once, check if the first placed point far enough away from the last placed first one
if (Vector3.Distance(terrainHit.point, lastPosition) > brushSize)
{
var grassPosition = hitPos;
grassPosition -= this.transform.position;
positions.Add((grassPosition));
indicies.Add(i);
length.Add(new Vector2(sizeWidth, sizeLength));
colors.Add(new Color(AdjustedColor.r + (Random.Range(0, 1.0f) * rangeR), AdjustedColor.g + (Random.Range(0, 1.0f) * rangeG), AdjustedColor.b + (Random.Range(0, 1.0f) * rangeB), 1));
normals.Add(terrainHit.normal);
i++;
if (origin == Vector3.zero)
{
lastPosition = hitPos;
}
}
}
}
}
}
e.Use();
}
// removing mesh points
if (e.type == EventType.MouseDrag && e.button == 1 && toolbarInt == 1)
{
Ray ray = scene.camera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out terrainHit, 200f, hitMask.value))
{
hitPos = terrainHit.point;
hitPosGizmo = hitPos;
hitNormal = terrainHit.normal;
for (int j = 0; j < positions.Count; j++)
{
Vector3 pos = positions[j];
pos += this.transform.position;
float dist = Vector3.Distance(terrainHit.point, pos);
// if its within the radius of the brush, remove all info
if (dist <= brushSize)
{
positions.RemoveAt(j);
colors.RemoveAt(j);
normals.RemoveAt(j);
length.RemoveAt(j);
indicies.RemoveAt(j);
i--;
for (int i = 0; i < indicies.Count; i++)
{
indicies[i] = i;
}
}
}
}
e.Use();
}
//edit
if (e.type == EventType.MouseDrag && e.button == 1 && toolbarInt == 2)
{
Ray ray = scene.camera.ScreenPointToRay(mousePos);
if (Physics.Raycast(ray, out terrainHit, 200f, hitMask.value))
{
hitPos = terrainHit.point;
hitPosGizmo = hitPos;
hitNormal = terrainHit.normal;
for (int j = 0; j < positions.Count; j++)
{
Vector3 pos = positions[j];
pos += this.transform.position;
float dist = Vector3.Distance(terrainHit.point, pos);
// if its within the radius of the brush, remove all info
if (dist <= brushSize)
{
brushFalloffSize = Mathf.Clamp(brushFalloffSize, 0, brushSize);
float falloff = Mathf.Clamp01((dist - brushFalloffSize) / (brushSize - brushFalloffSize));
Color OrigColor = colors[j];
Color newCol = (new Color(AdjustedColor.r + (Random.Range(0, 1.0f) * rangeR), AdjustedColor.g + (Random.Range(0, 1.0f) * rangeG), AdjustedColor.b + (Random.Range(0, 1.0f) * rangeB), 1));
Vector2 origLength = length[j];
Vector2 newLength = new Vector2(sizeWidth, sizeLength); ;
flowTimer++;
if (flowTimer > Flow)
{
if (toolbarIntEdit == 0 || toolbarIntEdit == 2)
{
colors[j] = Color.Lerp(newCol, OrigColor, falloff);
}
if (toolbarIntEdit == 1 || toolbarIntEdit == 2)
{
length[j] = Vector2.Lerp(newLength, origLength, falloff);
}
flowTimer = 0;
}
}
}
}
e.Use();
}
// set all info to mesh
mesh = new Mesh();
mesh.SetVertices(positions);
indi = indicies.ToArray();
mesh.SetIndices(indi, MeshTopology.Points, 0);
mesh.SetUVs(0, length);
mesh.SetColors(colors);
mesh.SetNormals(normals);
filter.mesh = mesh;
}
}
#endif
}