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C++RAW
#include "UnityPrefix.h"
#include "Runtime/Terrain/Heightmap.h"
#include "Runtime/Filters/Mesh/LodMesh.h"
#include "Runtime/Terrain/DetailDatabase.h"
#include "Runtime/Terrain/SplatDatabase.h"
#include "Runtime/Terrain/TerrainData.h"
#include "Runtime/Terrain/TerrainInstance.h"
#include "Runtime/Mono/MonoBehaviour.h"
#include "Runtime/BaseClasses/GameObject.h"
#include "Runtime/Terrain/TerrainRenderer.h"
#include "Runtime/Camera/Light.h"
#include "Runtime/Terrain/DetailRenderer.h"
#include "Runtime/Terrain/ImposterRenderTexture.h"
#include "Runtime/Terrain/TreeRenderer.h"
#include "Runtime/Terrain/Wind.h"
#include "Runtime/Terrain/Tree.h"
#include "Runtime/Scripting/Scripting.h"
#include "Runtime/Scripting/ScriptingUtility.h"
#include "Runtime/Scripting/ScriptingExportUtility.h"
using namespace Unity;
using namespace std;
CSRAW
#if ENABLE_TERRAIN
using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Collections;
using System.Collections.Generic;
namespace UnityEngine
{
CSRAW [StructLayout (LayoutKind.Sequential)]
CONDITIONAL ENABLE_TERRAIN
CLASS TreePrototype
CSRAW internal GameObject m_Prefab;
CSRAW internal float m_BendFactor;
CSRAW public GameObject prefab { get { return m_Prefab; } set { m_Prefab = value; } }
CSRAW public float bendFactor { get { return m_BendFactor; } set { m_BendFactor = value; } }
END
ENUM DetailRenderMode
GrassBillboard = 0,
VertexLit = 1,
Grass = 2
END
CSRAW [StructLayout (LayoutKind.Sequential)]
CONDITIONAL ENABLE_TERRAIN
CLASS DetailPrototype
CSRAW GameObject m_Prototype = null;
CSRAW Texture2D m_PrototypeTexture = null;
CSRAW Color m_HealthyColor = new Color (67/255F, 249/255F, 42/255F, 1 );
CSRAW Color m_DryColor = new Color (205/255.0F, 188/255.0F, 26/255.0F, 1.0F ) ;
CSRAW float m_MinWidth = 1.0F;
CSRAW float m_MaxWidth = 2.0F;
CSRAW float m_MinHeight = 1F;
CSRAW float m_MaxHeight = 2F;
CSRAW float m_NoiseSpread = 0.1F;
CSRAW float m_BendFactor = 0.1F;
CSRAW int m_RenderMode = 2;
CSRAW int m_UsePrototypeMesh = 0;
CSRAW public GameObject prototype { get { return m_Prototype; } set { m_Prototype = value; } }
CSRAW public Texture2D prototypeTexture { get { return m_PrototypeTexture; } set { m_PrototypeTexture = value; } }
CSRAW public float minWidth { get { return m_MinWidth; } set { m_MinWidth = value; } }
CSRAW public float maxWidth { get { return m_MaxWidth; } set { m_MaxWidth = value; } }
CSRAW public float minHeight { get { return m_MinHeight; } set { m_MinHeight = value; } }
CSRAW public float maxHeight { get { return m_MaxHeight; } set { m_MaxHeight = value; } }
CSRAW public float noiseSpread { get { return m_NoiseSpread; } set { m_NoiseSpread = value; } }
CSRAW public float bendFactor { get { return m_BendFactor; } set { m_BendFactor = value; } }
CSRAW public Color healthyColor { get { return m_HealthyColor; } set { m_HealthyColor = value; } }
CSRAW public Color dryColor { get { return m_DryColor; } set { m_DryColor = value; } }
CSRAW public DetailRenderMode renderMode { get { return (DetailRenderMode)m_RenderMode; } set { m_RenderMode = (int)value; } }
CSRAW public bool usePrototypeMesh { get { return m_UsePrototypeMesh != 0; } set { m_UsePrototypeMesh = value ? 1 : 0; } }
END
CSRAW [StructLayout (LayoutKind.Sequential)]
CONDITIONAL ENABLE_TERRAIN
CLASS SplatPrototype
CSRAW Texture2D m_Texture;
CSRAW Texture2D m_NormalMap;
CSRAW Vector2 m_TileSize = new Vector2 (15,15);
CSRAW Vector2 m_TileOffset = new Vector2 (0, 0);
CSRAW public Texture2D texture { get { return m_Texture; } set { m_Texture = value; } }
CSRAW public Texture2D normalMap { get { return m_NormalMap; } set { m_NormalMap = value; } }
CSRAW public Vector2 tileSize { get { return m_TileSize; } set { m_TileSize = value; } }
CSRAW public Vector2 tileOffset { get { return m_TileOffset; } set { m_TileOffset = value; } }
END
CONDITIONAL ENABLE_TERRAIN
STRUCT TreeInstance
CSRAW Vector3 m_Position;
CSRAW float m_WidthScale;
CSRAW float m_HeightScale;
CSRAW Color32 m_Color;
CSRAW Color32 m_LightmapColor;
CSRAW int m_Index;
CSRAW float m_TemporaryDistance;
public Vector3 position { get { return m_Position; } set { m_Position = value; } }
public float widthScale { get { return m_WidthScale; } set { m_WidthScale = value; } }
public float heightScale { get { return m_HeightScale; } set { m_HeightScale = value; } }
public Color color { get { return m_Color; } set { m_Color = value; } }
public Color lightmapColor { get { return m_LightmapColor; } set { m_LightmapColor = value; } }
public int prototypeIndex { get { return m_Index; } set { m_Index = value; } }
internal float temporaryDistance { get { return m_TemporaryDistance; } set { m_TemporaryDistance = value; } }
END
CONDITIONAL ENABLE_TERRAIN
CLASS TerrainData : Object
CSRAW public TerrainData ()
{
Internal_Create(this);
}
CUSTOM internal void Internal_Create ([Writable]TerrainData terrainData)
{
TerrainData* td = NEW_OBJECT (TerrainData);
td->Reset();
//this is only for ensuring, that HeightMap initialized properly before someone uses TerrainData
if (td)
td->GetHeightmap().SetResolution(0);
Scripting::ConnectScriptingWrapperToObject (terrainData.GetScriptingObject(), td);
td->AwakeFromLoad(kInstantiateOrCreateFromCodeAwakeFromLoad);
}
CUSTOM internal bool HasUser (GameObject user) { return self->HasUser (user); }
CUSTOM internal void AddUser (GameObject user) { self->AddUser (user); }
CUSTOM internal void RemoveUser (GameObject user) { self->RemoveUser (user); }
// HEIGHTMAP INTERFACE
C++RAW #define GETHEIGHT (&(self->GetHeightmap()))
// =============================================
C++RAW #define GETDETAIL (&(self->GetDetailDatabase()))
C++RAW #define GETTREEDATABASE (&(self->GetTreeDatabase()))
// PhysicMaterial the terrain.
CONDITIONAL ENABLE_PHYSICS
CUSTOM_PROP PhysicMaterial physicMaterial { return Scripting::ScriptingWrapperFor(GETHEIGHT->GetPhysicMaterial ()); } { GETHEIGHT->SetPhysicMaterial (value); }
CUSTOM_PROP int heightmapWidth { return GETHEIGHT->GetWidth (); }
CUSTOM_PROP int heightmapHeight { return GETHEIGHT->GetHeight (); }
CUSTOM_PROP int heightmapResolution { return GETHEIGHT->GetResolution (); } { GETHEIGHT->SetResolution (value); }
CUSTOM_PROP Vector3 heightmapScale { return GETHEIGHT->GetScale (); }
CUSTOM_PROP Vector3 size { return GETHEIGHT->GetSize (); } { GETHEIGHT->SetSize (value); }
CUSTOM float GetHeight (int x, int y) { return GETHEIGHT->GetHeight (x,y); }
CUSTOM float GetInterpolatedHeight (float x, float y) { return GETHEIGHT->GetInterpolatedHeight (x,y); }
CUSTOM public float[,] GetHeights (int xBase, int yBase, int width, int height) {
if(xBase < 0 || yBase < 0 || xBase+width > GETHEIGHT->GetWidth() || yBase+height > GETHEIGHT->GetHeight ())
{
Scripting::RaiseMonoException ("Trying to access out-of-bounds terrain height information.");
return SCRIPTING_NULL;
}
ScriptingArrayPtr map = CreateScriptingArray2D<float> (MONO_COMMON.floatSingle, height, width);
GETHEIGHT->GetHeights (xBase, yBase, width, height, &Scripting::GetScriptingArrayElement<float>(map, 0));
return map;
}
CSRAW public void SetHeights (int xBase, int yBase, float[,] heights) {
if (heights == null)
{
throw new System.NullReferenceException ();
}
if (xBase+heights.GetLength(1) > heightmapWidth || xBase < 0 || yBase < 0 || yBase+heights.GetLength(0) > heightmapHeight)
{
throw new System.Exception (UnityString.Format ("X or Y base out of bounds. Setting up to {0}x{1} while map size is {2}x{3}", xBase+heights.GetLength(1), yBase+heights.GetLength(0), heightmapWidth, heightmapHeight));
}
Internal_SetHeights (xBase, yBase, heights.GetLength(1), heights.GetLength(0), heights);
}
CUSTOM private void Internal_SetHeights (int xBase, int yBase, int width, int height, float[,] heights)
{
GETHEIGHT->SetHeights(xBase, yBase, width, height, &Scripting::GetScriptingArrayElement<float>(heights, 0), false);
GETTREEDATABASE->RecalculateTreePositions();
}
CUSTOM private void Internal_SetHeightsDelayLOD (int xBase, int yBase, int width, int height, float[,] heights)
{
GETHEIGHT->SetHeights(xBase, yBase, width, height, &Scripting::GetScriptingArrayElement<float>(heights, 0), true);
}
CSRAW internal void SetHeightsDelayLOD (int xBase, int yBase, float[,] heights)
{
Internal_SetHeightsDelayLOD (xBase, yBase, heights.GetLength(1), heights.GetLength(0), heights);
}
CUSTOM float GetSteepness (float x, float y) { return GETHEIGHT->GetSteepness (x,y); }
CUSTOM Vector3 GetInterpolatedNormal (float x, float y) { return GETHEIGHT->GetInterpolatedNormal (x,y); }
CUSTOM internal int GetAdjustedSize (int size) { return GETHEIGHT->GetAdjustedSize (size); }
C++RAW #undef GETHEIGHT
CUSTOM_PROP float wavingGrassStrength { return GETDETAIL->GetWavingGrassStrength(); } { GETDETAIL->SetWavingGrassStrength (value); self->SetDirty(); }
CUSTOM_PROP float wavingGrassAmount { return GETDETAIL->GetWavingGrassAmount(); } { GETDETAIL-> SetWavingGrassAmount (value); self->SetDirty(); }
CUSTOM_PROP float wavingGrassSpeed { return GETDETAIL->GetWavingGrassSpeed(); } { GETDETAIL-> SetWavingGrassSpeed (value); self->SetDirty(); }
CUSTOM_PROP Color wavingGrassTint { return GETDETAIL->GetWavingGrassTint(); } { GETDETAIL-> SetWavingGrassTint (value); self->SetDirty(); }
CUSTOM_PROP int detailWidth { return GETDETAIL->GetWidth (); }
CUSTOM_PROP int detailHeight { return GETDETAIL->GetHeight (); }
CUSTOM void SetDetailResolution (int detailResolution, int resolutionPerPatch)
{
GETDETAIL->SetDetailResolution(detailResolution, resolutionPerPatch);
}
CUSTOM_PROP int detailResolution { return GETDETAIL->GetResolution (); }
CUSTOM_PROP internal int detailResolutionPerPatch { return GETDETAIL->GetResolutionPerPatch (); }
CUSTOM internal void ResetDirtyDetails () { GETDETAIL->ResetDirtyDetails (); }
CUSTOM void RefreshPrototypes ()
{
GETDETAIL->RefreshPrototypes ();
GETTREEDATABASE->RefreshPrototypes ();
}
CUSTOM_PROP DetailPrototype[] detailPrototypes
{
return VectorToScriptingClassArray<DetailPrototype, MonoDetailPrototype> (GETDETAIL->GetDetailPrototypes(), MONO_COMMON.detailPrototype, DetailPrototypeToMono);
}
{
GETDETAIL->SetDetailPrototypes (ScriptingClassArrayToVector<DetailPrototype, MonoDetailPrototype> (value, DetailPrototypeToCpp));
}
CUSTOM int[] GetSupportedLayers (int xBase, int yBase, int totalWidth, int totalHeight) {
int size = GETDETAIL->GetSupportedLayers (xBase, yBase, totalWidth, totalHeight, NULL); // Get the count of layers
ScriptingArrayPtr arr = CreateScriptingArray<int>(MONO_COMMON.int_32, size);
GETDETAIL->GetSupportedLayers (xBase, yBase, totalWidth, totalHeight, &Scripting::GetScriptingArrayElement<int> (arr, 0));
return arr;
}
CUSTOM int[,] GetDetailLayer (int xBase, int yBase, int width, int height, int layer) {
ScriptingArrayPtr map = CreateScriptingArray2D<int> (MONO_COMMON.int_32, height, width);
GETDETAIL->GetLayer (xBase, yBase, width, height, layer, &Scripting::GetScriptingArrayElement<int> (map, 0));
return map;
}
CSRAW public void SetDetailLayer (int xBase, int yBase, int layer, int[,] details) {
Internal_SetDetailLayer (xBase, yBase, details.GetLength(1), details.GetLength(0), layer, details);
}
CUSTOM private void Internal_SetDetailLayer (int xBase, int yBase, int totalWidth, int totalHeight, int detailIndex, int[,] data)
{
GETDETAIL->SetLayer (xBase, yBase, totalWidth, totalHeight, detailIndex, &Scripting::GetScriptingArrayElement<int> (data, 0));
}
CUSTOM_PROP TreeInstance[] treeInstances
{
return CreateScriptingArray(&GETTREEDATABASE->GetInstances()[0], GETTREEDATABASE->GetInstances().size(), MONO_COMMON.treeInstance);
}
{
Scripting::RaiseIfNull((ScriptingObjectPtr)value);
TreeInstance *first = &Scripting::GetScriptingArrayElement<TreeInstance> (value, 0);
GETTREEDATABASE->GetInstances().assign (first, first + GetScriptingArraySize(value));
GETTREEDATABASE->UpdateTreeInstances();
}
CUSTOM_PROP TreePrototype[] treePrototypes
{ return VectorToScriptingClassArray<TreePrototype, MonoTreePrototype> (GETTREEDATABASE->GetTreePrototypes(), MONO_COMMON.treePrototype, TreePrototypeToMono); }
{ GETTREEDATABASE->SetTreePrototypes (ScriptingClassArrayToVector<TreePrototype, MonoTreePrototype> (value, TreePrototypeToCpp)); }
CUSTOM internal void RemoveTreePrototype (int index)
{
GETTREEDATABASE->RemoveTreePrototype (index);
}
CUSTOM internal void RecalculateTreePositions ()
{
GETTREEDATABASE->RecalculateTreePositions ();
}
CUSTOM internal void RemoveDetailPrototype (int index)
{
GETDETAIL->RemoveDetailPrototype (index);
}
C++RAW #undef GETDETAIL
// OLD SPLAT DATABASE
// =============================================
C++RAW #define GETSPLAT (&(self->GetSplatDatabase()))
CUSTOM_PROP int alphamapLayers { return GETSPLAT->GetDepth(); }
CUSTOM public float[,,] GetAlphamaps (int x, int y, int width, int height) {
ScriptingArrayPtr map = CreateScriptingArray3D<float> (MONO_COMMON.floatSingle, height, width, GETSPLAT->GetDepth ());
GETSPLAT->GetAlphamaps (x, y, width, height, &Scripting::GetScriptingArrayElement<float>(map, 0));
return map;
}
CUSTOM_PROP int alphamapResolution { return GETSPLAT->GetAlphamapResolution(); } { return GETSPLAT->SetAlphamapResolution(value); }
CUSTOM_PROP int alphamapWidth { return GETSPLAT->GetAlphamapResolution(); }
CUSTOM_PROP int alphamapHeight { return GETSPLAT->GetAlphamapResolution(); }
CUSTOM_PROP int baseMapResolution { return GETSPLAT->GetBaseMapResolution(); } { return GETSPLAT->SetBaseMapResolution(value); }
CSRAW public void SetAlphamaps (int x, int y, float[,,] map)
{
if (map.GetLength(2) != alphamapLayers) {
throw new System.Exception (UnityString.Format ("Float array size wrong (layers should be {0})", alphamapLayers));
}
// TODO: crop the map or throw if outside,
Internal_SetAlphamaps (x,y, map.GetLength(1), map.GetLength(0), map);
}
CUSTOM private void Internal_SetAlphamaps (int x, int y, int width, int height, float[,,] map)
{
GETSPLAT->SetAlphamaps (x, y, width, height, &Scripting::GetScriptingArrayElement<float>(map, 0));
}
CUSTOM internal void RecalculateBasemapIfDirty()
{
GETSPLAT->RecalculateBasemapIfDirty();
}
CUSTOM internal void SetBasemapDirty(bool dirty)
{
GETSPLAT->SetBasemapDirty(dirty);
}
CUSTOM private Texture2D GetAlphamapTexture(int index) {
return Scripting::ScriptingWrapperFor (GETSPLAT->GetAlphaTexture(index));
}
CUSTOM_PROP private int alphamapTextureCount {
return GETSPLAT->GetAlphaTextureCount();
}
CSRAW internal Texture2D[] alphamapTextures
{
get {
Texture2D[] splatTextures = new Texture2D[alphamapTextureCount];
for (int i=0;i<splatTextures.Length;i++)
splatTextures[i] = GetAlphamapTexture(i);
return splatTextures;
}
}
CUSTOM_PROP SplatPrototype[] splatPrototypes
{ return VectorToScriptingClassArray<SplatPrototype, MonoSplatPrototype> (GETSPLAT->GetSplatPrototypes(), MONO_COMMON.splatPrototype, SplatPrototypeToMono); }
{ GETSPLAT->SetSplatPrototypes (ScriptingClassArrayToVector<SplatPrototype, MonoSplatPrototype> (value, SplatPrototypeToCpp)); }
C++RAW #undef GET
CUSTOM internal bool HasTreeInstances ()
{
return !self->GetTreeDatabase().GetInstances().empty();
}
CUSTOM internal void AddTree (out TreeInstance tree)
{
self->GetTreeDatabase().AddTree (*tree);
}
CUSTOM internal int RemoveTrees (Vector2 position, float radius, int prototypeIndex)
{
return self->GetTreeDatabase().RemoveTrees (position, radius, prototypeIndex);
}
END
CSRAW
}
#endif // ENABLE_TERRAIN
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