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FlaxEngine/Source/Editor/Tools/Terrain/Sculpt/FlattenMode.cs

62 lines
2.4 KiB
C#

// Copyright (c) Wojciech Figat. All rights reserved.
using FlaxEngine;
namespace FlaxEditor.Tools.Terrain.Sculpt
{
/// <summary>
/// Sculpt tool mode that flattens the terrain heightmap area affected by brush to the target value.
/// </summary>
/// <seealso cref="FlaxEditor.Tools.Terrain.Sculpt.Mode" />
[HideInEditor]
public sealed class FlattenMode : Mode
{
/// <summary>
/// The target terrain height to blend to.
/// </summary>
[EditorOrder(10), Tooltip("The target terrain height to blend to.")]
public float TargetHeight = 0.0f;
/// <inheritdoc />
public override unsafe void ApplyBrushToPatch(ref ApplyParams p)
{
// If used with invert mode pick the target height level
if (p.Options.Invert)
{
var center = p.ModifiedOffset + p.ModifiedSize / 2;
TargetHeight = p.SourceHeightMap[center.Y * p.HeightmapSize + center.X];
return;
}
// Prepare
var brushPosition = p.Gizmo.CursorPosition;
var targetHeight = TargetHeight;
var strength = Mathf.Saturate(p.Strength);
// 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 paintAmount = p.Brush.Sample(ref brushPosition, ref samplePositionWorld) * strength;
// Blend between the height and the target value
p.TempBuffer[z * p.ModifiedSize.X + x] = Mathf.Lerp(sourceHeight, targetHeight, paintAmount);
}
}
Profiler.EndEvent();
// Update terrain patch
TerrainTools.ModifyHeightMap(p.Terrain, p.PatchCoord, p.TempBuffer, p.ModifiedOffset, p.ModifiedSize);
}
}
}