Files
FlaxEngine/Source/Editor/Tools/Terrain/Sculpt/NoiseMode.cs
Wojciech Figat eebc4951de Merge branch '1.5' into dotnet7
# Conflicts:
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#	Source/Tools/Flax.Stats/Tools.cs
#	Source/Tools/FlaxEngine.Tests/TestEditorUtils.cs
2023-01-10 15:49:44 +01:00

67 lines
2.7 KiB
C#

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
using FlaxEngine;
using FlaxEditor.Utilities;
using FlaxEngine.Utilities;
namespace FlaxEditor.Tools.Terrain.Sculpt
{
/// <summary>
/// Sculpt tool mode that applies the noise to the terrain heightmap area affected by brush.
/// </summary>
/// <seealso cref="FlaxEditor.Tools.Terrain.Sculpt.Mode" />
[HideInEditor]
public sealed class NoiseMode : Mode
{
/// <summary>
/// The tool noise scale. Adjusts the noise pattern scale.
/// </summary>
[EditorOrder(10), Limit(0, 10000), Tooltip("The tool noise scale. Adjusts the noise pattern scale.")]
public float NoiseScale = 128.0f;
/// <summary>
/// The tool noise amount scale. Adjusts the noise amplitude scale.
/// </summary>
[EditorOrder(10), Limit(0, 10000000), Tooltip("The tool noise amount scale. Adjusts the noise amplitude scale.")]
public float NoiseAmount = 10000.0f;
/// <inheritdoc />
public override bool SupportsNegativeApply => true;
/// <inheritdoc />
public override unsafe void Apply(ref ApplyParams p)
{
// Prepare
var brushPosition = p.Gizmo.CursorPosition;
var noise = new PerlinNoise(0, NoiseScale, p.Strength * NoiseAmount);
var chunkSize = p.Terrain.ChunkSize;
var patchSize = chunkSize * FlaxEngine.Terrain.PatchEdgeChunksCount;
var patchOffset = p.PatchCoord * patchSize;
// Apply brush modification
Profiler.BeginEvent("Apply Brush");
for (int z = 0; z < p.ModifiedSize.Y; z++)
{
var zz = z + p.ModifiedOffset.Y;
for (int x = 0; x < p.ModifiedSize.X; x++)
{
var xx = x + p.ModifiedOffset.X;
var sourceHeight = p.SourceHeightMap[zz * p.HeightmapSize + xx];
var samplePositionLocal = p.PatchPositionLocal + new Vector3(xx * FlaxEngine.Terrain.UnitsPerVertex, sourceHeight, zz * FlaxEngine.Terrain.UnitsPerVertex);
Vector3.Transform(ref samplePositionLocal, ref p.TerrainWorld, out Vector3 samplePositionWorld);
var noiseSample = noise.Sample(xx + patchOffset.X, zz + patchOffset.Y);
var paintAmount = p.Brush.Sample(ref brushPosition, ref samplePositionWorld);
p.TempBuffer[z * p.ModifiedSize.X + x] = sourceHeight + noiseSample * paintAmount;
}
}
Profiler.EndEvent();
// Update terrain patch
TerrainTools.ModifyHeightMap(p.Terrain, ref p.PatchCoord, p.TempBuffer, ref p.ModifiedOffset, ref p.ModifiedSize);
}
}
}