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//
// Script originally from user @Zer0cool at:
//
// https://forum.unity.com/threads/terrain-leveling.926483/
//
// Revamped by @kurtdekker as follows:
//
// - put this on the object (or object hierarchy) with colliders
// - drag the terrain reference into it
// - use the editor button to "Stamp"
// - support for a ramped perimeter, curved as specified
//
// Also posted at / about:
// https://twitter.com/kurtdekker/status/1281619776587001856?s=20
// https://www.youtube.com/watch?v=FykNmJ3NIpI
// https://pastebin.com/DYFAYgnE
//
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class MatchTerrainToColliders : MonoBehaviour
{
[Tooltip(
"Assign Terrain here if you like, otherwise we search for one.")]
public Terrain terrain;
[Tooltip(
"Default is to cast from below. This will cast from above and bring the terrain to match the TOP of our collider.")]
public bool CastFromAbove;
[Header( "Related to smoothing around the edges.")]
[Tooltip(
"Size of gaussian filter applied to change array. Set to zero for none")]
public int PerimeterRampDistance;
[Tooltip(
"Use Perimeter Ramp Curve in lieu of direct gaussian smooth.")]
public bool ApplyPerimeterRampCurve;
[Tooltip(
"Optional shaped ramp around perimeter.")]
public AnimationCurve PerimeterRampCurve;
[Header("Misc/Editor")]
[Tooltip(
"Enable this if you want undo. It is SUPER-dog slow though, so I would leave it OFF.")]
public bool EnableEditorUndo;
// This extends the binary on/off blend stencil out by one pixel,
// making one sheet at a time, then stacks (adds) them all together and
// renormalizes them back to 0.0-1.0.
//
// it simultaneously takes the average of the "hitting" perimeter neighboring
// heightmap cells and extends it outwards as it expands.
//
void GeneratePerimeterHeightRampAndFlange(float[,] heightMap, float[,] blendStencil, int distance)
{
int w = blendStencil.GetLength(0);
int h = blendStencil.GetLength(1);
// each stencil, expanded by one more pixel, before we restack them
float[][,] stencilPile = new float[distance + 1][,];
// where we will build the horizontal heightmap flange out
float[,] extendedHeightmap = new float[w, h];
// directonal table: 4-way and 8-way available
int[] neighborXYPairs = new int[] {
// compass directions first
0, 1,
1, 0,
0, -1,
-1, 0,
// diagonals next
1,1,
-1,1,
1,-1,
-1,-1,
};
int neighborCount = 4; // 4 and 8 are supported from the table above
float[,] source = blendStencil; // this is NOT a copy! This is a reference!
for (int n = 0; n <= distance; n++)
{
// add it to the pile BEFORE we expand it;
// that way the first one is the original
// input blendStencil.
stencilPile[n] = source;
// Debug: WritePNG( source, "pile-" + n.ToString());
// this is gonna be an actual true deep copy of the stencil
// as it stands now, and it will steadily grow outwards, but
// each time it is always 0.0 or 1.0 cells, nothing in between.
float[,] expanded = new float[w, h];
for (int j = 0; j < h; j++)
{
for (int i = 0; i < w; i++)
{
expanded[i, j] = source[i, j];
}
}
// we have to quit so we don't further expand the flange heightmap
if (n == distance)
{
break;
}
// Add one solid pixel around perimeter of the stencil.
// Also ledge-extend the perimeter heightmap value for those
// non-zero cells, not reducing them at all (they are like
// flat flange going outwards that we need in order to later blend).
//
for (int j = 0; j < h; j++)
{
for (int i = 0; i < w; i++)
{
if (source[i, j] == 0)
{
// serves as "hit" or not too
int count = 0;
// for average of neighboring heights
float height = 0.0f;
for (int neighbor = 0; neighbor < neighborCount; neighbor++)
{
int x = i + neighborXYPairs[neighbor * 2 + 0];
int y = j + neighborXYPairs[neighbor * 2 + 1];
if ((x >= 0) && (x < w) && (y >= 0) && (y < h))
{
// found a neighbor: we will:
// - areally expand the stencil by this one pixel
// - sample the neighbor height for the flange extension
if (source[x, y] != 0)
{
height += heightMap[x, y];
count++;
}
}
}
// extend the height of this cell by the average height
// of the neighbors that contained source stencil true
if (count > 0)
{
expanded[i, j] = 1.0f;
extendedHeightmap[i, j] = height / count;
}
}
}
}
// Copy the new ledge back to the original heightmap.
// WARNING: this is an "output" operation because it is
// modifying the supplied input heightmap data, areally
// adding around the edge by the pixels encountered.
for (int j = 0; j < h; j++)
{
for (int i = 0; i < w; i++)
{
var height = extendedHeightmap[i, j];
// only lift... this still allows us to lower terrain,
// since it is lifting from absolute zero to the altitude
// that we actually sensed at this hit neighbor pixels,
// and we need this unattenuated height for later blending.
if (height > 0)
{
heightMap[i,j] = height;
}
// zero it too, for next layer (might not be necessary??)
extendedHeightmap[i, j] = 0;
}
}
// assign the source to this fresh copy
source = expanded; // shallow copy (reference)
}
// now tally the pile, summarizing each stack of 0/1 solid pixels,
// copying it to to the stencil array passed in, which will change
// its contents directly, and renormalize it back down to 0.0 to 1.0
//
// WARNING: this is also an output operation, as it modifies the
// blendStencil inbound dataset
//
for (int j = 0; j < h; j++)
{
for (int i = 0; i < w; i++)
{
float total = 0;
for (int n = 0; n <= distance; n++)
{
total += stencilPile[n][i, j];
}
total /= (distance + 1);
blendStencil[i, j] = total;
}
}
// Debug: WritePNG( blendStencil, "blend");
}
void BringTerrainToUndersideOfCollider()
{
var Colliders = GetComponentsInChildren<Collider>();
if (Colliders == null || Colliders.Length == 0)
{
Debug.LogError("We must have at least one collider on ourselves or below us in the hierarchy. " +
"We will cast to it and match terrain to that contour.");
return;
}
// if you don't provide a terrain, it searches and warns
if (!terrain)
{
terrain = FindObjectOfType<Terrain>();
if (!terrain)
{
Debug.LogError("couldn't find a terrain");
return;
}
Debug.LogWarning(
"Terrain not supplied; finding it myself. I found and assigned " + terrain.name +
", but I didn't do anything yet... click again to actually DO the modification.");
return;
}
TerrainData terData = terrain.terrainData;
int Tw = terData.heightmapResolution;
int Th = terData.heightmapResolution;
var heightMapOriginal = terData.GetHeights(0, 0, Tw, Th);
// where we do our work when we generate the new terrain heights
var heightMapCreated = new float[heightMapOriginal.GetLength(0), heightMapOriginal.GetLength(1)];
// for blending heightMapCreated with the heightMapOriginal to form
var heightAlpha = new float[heightMapOriginal.GetLength(0), heightMapOriginal.GetLength(1)];
#if UNITY_EDITOR
if (EnableEditorUndo)
{
Undo.RecordObject(terData, "ModifyTerrain");
}
#endif
for (int Tz = 0; Tz < Th; Tz++)
{
for (int Tx = 0; Tx < Tw; Tx++)
{
// start under the terrain and cast up?
var pos = terrain.transform.position +
new Vector3((Tx * terData.size.x) / (Tw - 1),
-10,
(Tz * terData.size.z) / (Th - 1));
Ray ray = new Ray(pos, Vector3.up);
// nope, start from above and cast down
if (CastFromAbove)
{
pos.y = transform.position.y + terData.size.y + 10;
ray = new Ray(pos, Vector3.down);
}
bool didHit = false;
float yHit = 0;
// scan all the colliders and take the "firstest" distance we hit at
foreach (var ourCollider in Colliders)
{
RaycastHit hit;
if (ourCollider.Raycast(ray, out hit, 1000))
{
if (!didHit)
{
yHit = hit.point.y;
}
didHit = true;
// take lowest or highest, as appropriate
if (CastFromAbove)
{
if (hit.point.y > yHit)
{
yHit = hit.point.y;
}
}
else
{
if (hit.point.y < yHit)
{
yHit = hit.point.y;
}
}
}
if (didHit)
{
var height = yHit / terData.size.y;
heightMapCreated[Tz, Tx] = height;
heightAlpha[Tz, Tx] = 1.0f; // opaque
}
}
}
}
// now we might smooth things out a bit
if (PerimeterRampDistance > 0)
{
// Debug: WritePNG( heightMapCreated, "height-0", true);
// Debug: WritePNG( heightAlpha, "alpha-0", true);
GeneratePerimeterHeightRampAndFlange(
heightMap: heightMapCreated,
blendStencil: heightAlpha,
distance: PerimeterRampDistance);
// Debug: WritePNG( heightMapCreated, "height-1", true);
// Debug: WritePNG( heightAlpha, "alpha-1", true);
}
// apply the generated data (blend operation)
for (int Tz = 0; Tz < Th; Tz++)
{
for (int Tx = 0; Tx < Tw; Tx++)
{
float fraction = heightAlpha[Tz, Tx];
if (ApplyPerimeterRampCurve)
{
fraction = PerimeterRampCurve.Evaluate( fraction);
}
heightMapOriginal[Tz, Tx] = Mathf.Lerp(
heightMapOriginal[Tz, Tx],
heightMapCreated[Tz, Tx],
fraction);
}
}
terData.SetHeights(0, 0, heightMapOriginal);
}
#if UNITY_EDITOR
[CustomEditor(typeof(MatchTerrainToColliders))]
public class MatchTerrainToCollidersEditor : Editor
{
public override void OnInspectorGUI()
{
MatchTerrainToColliders item = (MatchTerrainToColliders)target;
DrawDefaultInspector();
EditorGUILayout.BeginVertical();
var buttonLabel = "Bring Terrain To Underside Of Collider";
if (item.CastFromAbove)
{
buttonLabel = "Bring Terrain To Topside Of Collider";
}
if (GUILayout.Button(buttonLabel))
{
item.BringTerrainToUndersideOfCollider();
}
EditorGUILayout.EndVertical();
}
#endif
}
// debug stuff:
void WritePNG( float[,] array, string filename, bool normalize = false)
{
int w = array.GetLength(0);
int h = array.GetLength(1);
Texture2D texture = new Texture2D( w, h);
Color[] colors = new Color[ w * h];
// to colors
{
float min = 0;
float max = 1;
if (normalize)
{
min = 1;
max = 0;
for (int j = 0; j < h; j++)
{
for (int i = 0; i < w; i++)
{
float x = array[i,j];
if (x < min) min = x;
if (x > max) max = x;
}
}
// no dynamic range present, disable normalization
if (max <= min)
{
min = 0;
max = 1;
}
}
int n = 0;
for (int j = 0; j < h; j++)
{
for (int i = 0; i < w; i++)
{
float x = array[i,j];
x = x - min;
x /= (max - min);
colors[n] = new Color( x,x,x);
n++;
}
}
}
texture.SetPixels( colors);
texture.Apply();
var bytes = texture.EncodeToPNG();
DestroyImmediate(texture);
filename = filename + ".png";
System.IO.File.WriteAllBytes( filename, bytes);
}
// call this in lieu of doing the actual data
void Debug_Microtest()
{
float[,] heights = new float[3,3] {
{ 0.0f, 0.0f, 0.0f, },
{ 0.0f, 0.5f, 0.0f, },
{ 0.0f, 0.0f, 0.0f, }
};
float[,] stencil = new float[3,3] {
{ 0.0f, 0.0f, 0.0f, },
{ 0.0f, 1.0f, 0.0f, },
{ 0.0f, 0.0f, 0.0f, }
};
{
WritePNG( heights, "height-0", true);
WritePNG( stencil, "alpha-0", true);
GeneratePerimeterHeightRampAndFlange(
heightMap: heights,
blendStencil: stencil,
distance: PerimeterRampDistance);
WritePNG( heights, "height-1", true);
WritePNG( stencil, "alpha-1", true);
}
}
}
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