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344 lines
12 KiB
C#

using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(TerrainCreator))]
public class TerrainCreatorEditor : Editor
{
int generatedTreeCount = 0;
public override void OnInspectorGUI()
{
serializedObject.Update();
bool isChanged = DrawDefaultInspector();
TerrainCreator creator = (TerrainCreator)target;
if (isChanged && creator.autoUpdate)
{
bool hasTerrain = creator.transform.Find("TerrainMesh") != null;
bool hasForest = false;
for (int i = 0; i < creator.transform.childCount; i++)
{
if (creator.transform.GetChild(i).name.StartsWith("Tree_"))
{
hasForest = true;
break;
}
}
if (hasTerrain)
{
ClearTerrain(creator);
GenerateTerrainMesh(creator);
}
if (hasForest && creator.preset != null && creator.branchPrefab != null)
{
ClearForest(creator);
GenerateForest(creator);
}
}
EditorGUILayout.Space(10);
EditorGUILayout.LabelField("Terrain & Forest Generation", EditorStyles.boldLabel);
int count = ComputeTreeCount(creator);
EditorGUILayout.HelpBox($"Will place {count} trees on terrain", MessageType.None);
if (creator.preset == null || creator.branchPrefab == null)
{
EditorGUILayout.HelpBox("TreeRandomPreset과 Branch 프리팹을 할당해야 숲을 생성할 수 있습니다.", MessageType.Warning);
}
if (GUILayout.Button("Generate Terrain", GUILayout.Height(30)))
{
ClearTerrain(creator);
GenerateTerrainMesh(creator);
}
EditorGUI.BeginDisabledGroup(creator.preset == null || creator.branchPrefab == null);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Generate Forest", GUILayout.Height(30)))
{
ClearForest(creator);
GenerateForest(creator);
}
if (GUILayout.Button("Clear All", GUILayout.Height(30)))
{
ClearForest(creator);
ClearTerrain(creator);
}
EditorGUILayout.EndHorizontal();
EditorGUI.EndDisabledGroup();
if (generatedTreeCount > 0)
{
EditorGUILayout.HelpBox($"{generatedTreeCount} trees generated", MessageType.Info);
}
serializedObject.ApplyModifiedProperties();
}
int ComputeTreeCount(TerrainCreator c)
{
if (c.mode == TerrainCreator.DensityMode.Count)
return Mathf.Max(1, c.treeCount);
float area = (c.width * c.cellSize) * (c.height * c.cellSize);
return Mathf.Max(1, Mathf.RoundToInt(area * c.treesPerUnit));
}
void ClearTerrain(TerrainCreator creator)
{
Undo.SetCurrentGroupName("Clear Terrain");
int undoGroup = Undo.GetCurrentGroup();
Transform terrainTransform = creator.transform.Find("TerrainMesh");
if (terrainTransform != null)
{
Undo.DestroyObjectImmediate(terrainTransform.gameObject);
}
Undo.CollapseUndoOperations(undoGroup);
}
void ClearForest(TerrainCreator creator)
{
Undo.SetCurrentGroupName("Clear Forest");
int undoGroup = Undo.GetCurrentGroup();
for (int i = creator.transform.childCount - 1; i >= 0; i--)
{
Transform child = creator.transform.GetChild(i);
if (child.name.StartsWith("Tree_"))
{
Undo.DestroyObjectImmediate(child.gameObject);
}
}
Undo.CollapseUndoOperations(undoGroup);
generatedTreeCount = 0;
}
void GenerateTerrainMesh(TerrainCreator creator)
{
int width = creator.width;
int height = creator.height;
Vector3[] vertices = new Vector3[width * height];
Vector2[] uvs = new Vector2[width * height];
int[] triangles = new int[(width - 1) * (height - 1) * 6];
float offsetX = (width - 1) * creator.cellSize * 0.5f;
float offsetZ = (height - 1) * creator.cellSize * 0.5f;
// Use seed to offset Perlin noise so we get different terrain per seed
System.Random prng = new System.Random(creator.seed);
float seedOffsetX = prng.Next(-100000, 100000);
float seedOffsetZ = prng.Next(-100000, 100000);
for (int z = 0; z < height; z++)
{
for (int x = 0; x < width; x++)
{
float xCoord = (x + seedOffsetX) * creator.noiseScale;
float zCoord = (z + seedOffsetZ) * creator.noiseScale;
float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale;
vertices[z * width + x] = new Vector3(x * creator.cellSize - offsetX, y, z * creator.cellSize - offsetZ);
uvs[z * width + x] = new Vector2((float)x / (width - 1), (float)z / (height - 1));
}
}
int ti = 0;
for (int z = 0; z < height - 1; z++)
{
for (int x = 0; x < width - 1; x++)
{
int i = z * width + x;
triangles[ti++] = i;
triangles[ti++] = i + width;
triangles[ti++] = i + 1;
triangles[ti++] = i + 1;
triangles[ti++] = i + width;
triangles[ti++] = i + width + 1;
}
}
Mesh mesh = new Mesh();
mesh.name = "ProceduralTerrain";
if (vertices.Length > 65535) mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
mesh.vertices = vertices;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateNormals();
GameObject terrainObj = new GameObject("TerrainMesh");
Undo.RegisterCreatedObjectUndo(terrainObj, "Create Terrain");
terrainObj.transform.SetParent(creator.transform, false);
terrainObj.transform.localPosition = Vector3.zero;
terrainObj.transform.localRotation = Quaternion.identity;
MeshFilter mf = terrainObj.AddComponent<MeshFilter>();
mf.sharedMesh = mesh;
MeshCollider mc = terrainObj.AddComponent<MeshCollider>();
mc.sharedMesh = mesh;
MeshRenderer mr = terrainObj.AddComponent<MeshRenderer>();
if (creator.terrainMaterial != null)
{
mr.sharedMaterial = creator.terrainMaterial;
}
else
{
mr.sharedMaterial = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Material.mat");
}
}
void GenerateForest(TerrainCreator creator)
{
generatedTreeCount = 0;
if (creator.preset == null) return;
Random.State prevState = Random.state;
Undo.SetCurrentGroupName("Generate Forest");
int undoGroup = Undo.GetCurrentGroup();
int count = ComputeTreeCount(creator);
Random.InitState(creator.seed);
System.Random prng = new System.Random(creator.seed);
float seedOffsetX = prng.Next(-100000, 100000);
float seedOffsetZ = prng.Next(-100000, 100000);
Vector3[] positions = new Vector3[count];
Quaternion[] yaws = new Quaternion[count];
float width = creator.width;
float height = creator.height;
float offsetX = (width - 1) * creator.cellSize * 0.5f;
float offsetZ = (height - 1) * creator.cellSize * 0.5f;
for (int i = 0; i < count; i++)
{
float randX = Random.Range(0f, width - 1);
float randZ = Random.Range(0f, height - 1);
float wX = randX * creator.cellSize - offsetX;
float wZ = randZ * creator.cellSize - offsetZ;
float xCoord = (randX + seedOffsetX) * creator.noiseScale;
float zCoord = (randZ + seedOffsetZ) * creator.noiseScale;
float y = Mathf.PerlinNoise(xCoord, zCoord) * creator.heightScale;
positions[i] = new Vector3(wX, y, wZ);
yaws[i] = Quaternion.Euler(0f, Random.Range(0f, 360f), 0f);
}
for (int i = 0; i < count; i++)
{
Random.InitState(creator.seed + i * 7919);
GameObject treeRoot = new GameObject($"Tree_{i:D3}");
Undo.RegisterCreatedObjectUndo(treeRoot, "Create Tree");
treeRoot.transform.SetParent(creator.transform, false);
treeRoot.transform.localPosition = positions[i];
treeRoot.transform.localRotation = yaws[i];
CreateBranchRecursive(creator, treeRoot.transform, Vector3.zero, Quaternion.identity, 0, 5f, true);
generatedTreeCount++;
}
Undo.CollapseUndoOperations(undoGroup);
Random.state = prevState;
}
void CreateBranchRecursive(TerrainCreator creator, Transform parent, Vector3 localStartPos, Quaternion rot, int depth, float length, bool isRoot = false)
{
TreeRandomPreset p = creator.preset;
if (depth >= p.maxDepth) return;
float currentLength = isRoot ? 5f : length * p.scaleFactor * Random.Range(1f - p.scaleRandom, 1f + p.scaleRandom);
GameObject pivot = new GameObject($"Pivot_D{depth}");
pivot.transform.SetParent(parent, false);
pivot.transform.localPosition = localStartPos;
pivot.transform.localRotation = rot;
Vector3 centerPos = localStartPos + pivot.transform.localRotation * Vector3.up * currentLength * 0.5f;
GameObject branchObj;
if (creator.branchPrefab != null) {
branchObj = (GameObject)PrefabUtility.InstantiatePrefab(creator.branchPrefab);
} else {
branchObj = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
DestroyImmediate(branchObj.GetComponent<Collider>());
}
branchObj.transform.SetParent(pivot.transform, false);
branchObj.transform.localPosition = Vector3.up * currentLength * 0.5f;
branchObj.transform.localRotation = Quaternion.identity;
float thickness = 0.15f * (p.maxDepth - depth);
float lengthScale = creator.branchPrefab != null ? currentLength : currentLength * 0.5f;
branchObj.transform.localScale = new Vector3(thickness, lengthScale, thickness);
Renderer rnd = branchObj.GetComponentInChildren<Renderer>();
if (rnd != null)
{
float t = (float)depth / Mathf.Max(1, p.maxDepth - 1);
Color baseColor = Color.Lerp(p.trunkColor, p.midColor, t * 2f);
if (t > 0.5f) baseColor = Color.Lerp(p.midColor, p.tipColor, (t - 0.5f) * 2f);
MaterialPropertyBlock mpb = new MaterialPropertyBlock();
rnd.GetPropertyBlock(mpb);
mpb.SetColor("_Color", baseColor);
mpb.SetColor("_BaseColor", baseColor);
rnd.SetPropertyBlock(mpb);
}
Vector3 nextLocalStartPos = Vector3.up * currentLength;
int numChildren = p.maxChildren;
if (Random.value < p.extraChildChance) numChildren++;
float angleStep = 360f / numChildren;
float baseTwist = Random.Range(0f, 360f);
for (int i = 0; i < numChildren; i++)
{
float randAngle = Random.Range(-p.angleRandom * p.branchAngle, p.angleRandom * p.branchAngle);
Quaternion tilt = Quaternion.Euler(p.branchAngle + randAngle, 0, 0);
float twist = baseTwist + i * angleStep + Random.Range(-p.twistRandom * p.twistAngle, p.twistRandom * p.twistAngle);
Quaternion spin = Quaternion.Euler(0, twist, 0);
CreateBranchRecursive(creator, pivot.transform, nextLocalStartPos, spin * tilt, depth + 1, currentLength);
}
}
void OnSceneGUI()
{
TerrainCreator creator = (TerrainCreator)target;
if (creator == null) return;
float wX = (creator.width - 1) * creator.cellSize * 0.5f;
float wZ = (creator.height - 1) * creator.cellSize * 0.5f;
Vector3 c0 = creator.transform.TransformPoint(new Vector3(-wX, 0, -wZ));
Vector3 c1 = creator.transform.TransformPoint(new Vector3( wX, 0, -wZ));
Vector3 c2 = creator.transform.TransformPoint(new Vector3( wX, 0, wZ));
Vector3 c3 = creator.transform.TransformPoint(new Vector3(-wX, 0, wZ));
Handles.color = new Color(0.3f, 1f, 0.5f, 1f);
Handles.DrawAAPolyLine(4f, c0, c1, c2, c3, c0);
Handles.color = new Color(1f, 1f, 0.3f, 1f);
Handles.SphereHandleCap(0, creator.transform.position, Quaternion.identity, 0.3f, EventType.Repaint);
}
}