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NodeEditor.cs
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NodeEditor.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using System;
using System.IO;
namespace Quixel
{
public static class NodeEditor
{
#region Fields
/// <summary> The type of brush to edit with. </summary>
public enum BrushType
{
BOX, SPHERE
}
public static float DENSITY_SOLIDHARD = MeshFactory.isolevel - 0.1f;
public static float DENSITY_SOLIDSOFT = MeshFactory.isolevel - 5f;
public static float DENSITY_EMPTY = MeshFactory.isolevel + 1f;
private static byte materialID = 0;
#endregion
/// <summary>
/// Sets the material id to paint/brush with.
/// The material ID is the material's location in the material array.
/// </summary>
/// <param name="matID"></param>
public static void setMaterial(byte matID)
{
materialID = matID;
}
/// <summary>
/// Applies a brush to the terrain.
/// </summary>
/// <param name="type">The type/shape of the brush.</param>
/// <param name="size">The size (radius) of the brush.</param>
/// <param name="pos">The (real world) position to apply the brush.</param>
/// <param name="val">Density to apply.</param>
public static void applyBrush(BrushType type, int size, Vector3 pos, float val)
{
List<Node> changedNodes = new List<Node>();
float nodeWidth = NodeManager.LODSize[0];
Vector3 realPos = new Vector3();
Vector3I point = new Vector3I((int)Math.Round(pos.x / nodeWidth),
(int)Math.Round(pos.y / nodeWidth),
(int)Math.Round(pos.z / nodeWidth));
List<Vector3> points = getPoints(type, size, pos);
for (int o = 0; o < points.Count; o++)
{
realPos = points[o];
Node[] editNodes = NodeManager.searchNodeContainingDensity(realPos, 0);
for (int i = 0; i < editNodes.Length; i++)
{
Node editNode = editNodes[i];
if (editNode != null && editNode.LOD == 0)
{
if (!changedNodes.Contains(editNode))
changedNodes.Add(editNode);
if (type == BrushType.SPHERE)
{
float v = val;
float dist = Vector3.Distance(pos, realPos);
if (val > MeshFactory.isolevel)
v = 10f - ((dist / (float)size) * 5f);
if (val < MeshFactory.isolevel)
v = 10f + ((dist / (float)size) * 5f);
}
editNode.setDensityFromWorldPos(realPos, val);
editNode.setMaterialFromWorldPos(realPos, materialID);
}
}
}
applyPaint(type, size + 1, pos, false);
for (int i = 0; i < changedNodes.Count; i++)
changedNodes[i].regenerateChunk();
}
/// <summary>
/// 'Heals' the terrain around a given point, essentially returning the terrain to it's original state.
/// </summary>
/// <param name="type">The type/shape of the brush.</param>
/// <param name="size">The size (radius) of the brush.</param>
/// <param name="pos">The (real world) position to apply the brush.</param>
public static void applyHeal(BrushType type, int size, Vector3 pos)
{
byte mID = materialID;
materialID = 0;
applyBrush(type, size, pos, -100000f);
materialID = mID;
}
/// <summary>
/// Applies 'paint' to the area around the brush.
/// </summary>
/// <param name="type">The type/shape of the brush.</param>
/// <param name="size">The size (radius) of the brush.</param>
/// <param name="pos">The (real world) position to apply the brush.</param>
/// <param name="regen">Set to true to have the engine regen the chunk after painting.</param>
public static void applyPaint(BrushType type, int size, Vector3 pos, bool regen)
{
List<Node> changedNodes = new List<Node>();
float nodeWidth = NodeManager.LODSize[0];
Vector3 realPos = new Vector3();
Vector3I point = new Vector3I((int)Math.Round(pos.x / nodeWidth),
(int)Math.Round(pos.y / nodeWidth),
(int)Math.Round(pos.z / nodeWidth));
List<Vector3> points = getPoints(type, size, pos);
for (int o = 0; o < points.Count; o++)
{
realPos = points[o];
Node[] editNodes = NodeManager.searchNodeContainingDensity(realPos, 0);
for (int i = 0; i < editNodes.Length; i++)
{
Node editNode = editNodes[i];
if (editNode != null && editNode.LOD == 0)
{
if (!changedNodes.Contains(editNode))
changedNodes.Add(editNode);
editNode.setMaterialFromWorldPos(realPos, materialID);
}
}
}
if (regen)
for (int i = 0; i < changedNodes.Count; i++)
changedNodes[i].regenerateChunk();
}
/// <summary>
/// Returns a list of points inside of a given brush type and size.
/// </summary>
/// <param name="type"></param>
/// <param name="size"></param>
/// <param name="pos"></param>
/// <returns></returns>
private static List<Vector3> getPoints(BrushType type, int size, Vector3 pos)
{
float nodeWidth = NodeManager.LODSize[0];
Vector3I point = new Vector3I((int)Math.Round(pos.x / nodeWidth),
(int)Math.Round(pos.y / nodeWidth),
(int)Math.Round(pos.z / nodeWidth));
List<Vector3> ret = new List<Vector3>();
switch (type)
{
case BrushType.BOX:
for (int x = 0; x <= size; x++)
{
for (int y = 0; y <= size; y++)
{
for (int z = 0; z <= size; z++)
{
Vector3 realPos = new Vector3();
realPos.x = ((point.x + x) * nodeWidth);
realPos.y = ((point.y + y) * nodeWidth);
realPos.z = ((point.z + z) * nodeWidth);
ret.Add(realPos);
}
}
}
break;
case BrushType.SPHERE:
for (int x = -size; x < size; x++)
{
for (int y = -size * 2; y < size; y++)
{
for (int z = -size; z < size; z++)
{
Vector3 realPos = new Vector3();
realPos.x = ((point.x + x) * nodeWidth);
realPos.y = ((point.y + y) * nodeWidth);
realPos.z = ((point.z + z) * nodeWidth);
if (Vector3.Distance(realPos, pos) < size * nodeWidth)
{
ret.Add(realPos);
}
}
}
}
break;
}
return ret;
}
}
}