//============================================================================== // Script: TerrainPainter // Author: Victor NP // Date Created: [2023-07-22] // Description: This script controls a terrain painting tool in Unity. It // allows the user to 'paint' onto the terrain using a brush. The size and shape of the // brush is controlled by a decal projector and a 2D texture. // // © [2023] Vairondor. All rights reserved. //============================================================================== using UnityEngine; using UnityEngine.Rendering.HighDefinition;

using UnityEngine;
using UnityEngine.Rendering.HighDefinition;

namespace WorldForge { ///

/// Enum for different types of terrain modification. ///
public enum TerrainModificationMode { RaiseLower, Flatten, Smooth, Paint }
public class TerrainPainter : MonoBehaviour
{
	public Terrain terrain;
	public Texture2D brushTexture;
	public DecalProjector brushDecalProjector; // Reference to a DecalProjector component
	public float brushScale = 1f; // Adjust this to change the size of the brush
	public TerrainModificationMode mode = TerrainModificationMode.RaiseLower;
	public int layerIndex = -1;
	private TerrainData terrainData;
	// Add a dictionary to store the modified coordinates and their strengths
	private Dictionary<Vector2Int, float> selectedCoordinates = new Dictionary<Vector2Int, float>();
	void Start()
	{
		terrain = GameManager.Instance.terrain.current;
		terrainData = terrain.terrainData;
	}

	private void Update()
	{       
                 // Clear the dictionary at the beginning of each frame
                 selectedCoordinates.Clear();

		// Check if the user is clicking the left mouse button (button index 0)
		if (Input.GetMouseButton(0))
		{
			HandleTerrainModification();
		}
	}

	/// <summary>
	/// Handles terrain modification when the left mouse button is clicked.
	/// Raycasts from the camera to the mouse position to determine if the mouse is hitting the terrain.
	/// If so, it calculates the brush strength and updates the selected coordinates for modification.
	/// Finally, applies the modifications to the terrain's heightmap based on the selected coordinates.
	/// </summary>
	private void HandleTerrainModification()
	{
		Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
		RaycastHit hit;
		if (Physics.Raycast(ray, out hit))
		{
			Terrain terrain = hit.collider.GetComponent<Terrain>();
			if (terrain != null)
			{
				float brushStrength = 1f;
				UpdateSelectedCoordinates(hit.point, brushStrength);
			}
		}
	}

	/// <summary>
	/// Update the dictionary with the modified coordinates and strengths based on the brush position and strength.
	/// </summary>
	/// <param name = "brushPosition">The position of the brush in world space.</param>
	/// <param name = "brushStrength">The strength of the brush.</param>
	private void UpdateSelectedCoordinates(Vector3 brushPosition, float brushStrength)
	{
		Vector2Int startIndices = GetHeightmapStartIndices(brushPosition);
		Vector2Int brushAreaSize = GetBrushAreaSize();
		startIndices = ClampHeightmapIndices(startIndices, brushAreaSize);
		// Loop through the brush area and update the dictionary with the modified coordinates and strengths
		for (int x = startIndices.x; x < startIndices.x + brushAreaSize.x; x++)
		{
			for (int y = startIndices.y; y < startIndices.y + brushAreaSize.y; y++)
			{
				Vector2Int coordinate = new Vector2Int(x, y);
				float strength = GetBrushStrength(x - startIndices.x, y - startIndices.y) * brushStrength;
				if (selectedCoordinates.ContainsKey(coordinate))
				{
					// If the coordinate is already in the dictionary, add the new strength to the existing one
					selectedCoordinates[coordinate] += strength;
				}
				else
				{
					// If the coordinate is not in the dictionary, add it with the strength
					selectedCoordinates.Add(coordinate, strength);
				}
			}
		}
	}

	/// <summary>
	/// Converts a point in world space to a position on the heightmap.
	/// </summary>
	/// <param name = "point">A point in world space.</param>
	/// <returns>The corresponding position on the heightmap.</returns>
	private Vector2Int GetHeightmapStartIndices(Vector3 point)
	{
		// Convert the hit position from world space to terrain-local space
		Vector3 terrainLocalPos = terrain.transform.InverseTransformPoint(point);
		// Calculate which part of the heightmap we want to modify
		int heightmapX = (int)((terrainLocalPos.x / terrainData.size.x * terrainData.heightmapResolution) - (brushTexture.width * brushScale / 2f));
		int heightmapZ = (int)((terrainLocalPos.z / terrainData.size.z * terrainData.heightmapResolution) - (brushTexture.height * brushScale / 2f));
		return new Vector2Int(heightmapX, heightmapZ);
	}

	/// <summary>
	/// Calculates the size of the brush in heightmap coordinates.
	/// </summary>
	/// <returns>The size of the brush in heightmap coordinates.</returns>
	private Vector2Int GetBrushAreaSize()
	{
		// Define the width and height of the area around the hit point we want to modify
		int width = (int)(brushTexture.width * brushScale);
		int height = (int)(brushTexture.height * brushScale);
		return new Vector2Int(width, height);
	}

	/// <summary>
	/// Ensures the start indices don't exceed the heightmap boundaries and handles edge cases.
	/// </summary>
	/// <param name = "startIndices">The start indices of the brush on the heightmap.</param>
	/// <param name = "brushAreaSize">The size of the brush in heightmap coordinates.</param>
	/// <returns>The clamped start indices.</returns>
	private Vector2Int ClampHeightmapIndices(Vector2Int startIndices, Vector2Int brushAreaSize)
	{
		// Calculate the end indices of the brush area
		Vector2Int endIndices = startIndices + brushAreaSize;
		// Ensure we don't exceed the heightmap boundaries
		startIndices.x = Mathf.Clamp(startIndices.x, 0, terrainData.heightmapResolution - brushAreaSize.x);
		startIndices.y = Mathf.Clamp(startIndices.y, 0, terrainData.heightmapResolution - brushAreaSize.y);
		// Check if the end indices go beyond the terrain's edge
		if (endIndices.x > terrainData.heightmapResolution)
		{
			// Calculate the excess amount beyond the terrain's edge
			int excessX = endIndices.x - terrainData.heightmapResolution;
			// Adjust the start index to clip the brush
			startIndices.x -= excessX;
		}

		if (endIndices.y > terrainData.heightmapResolution)
		{
			// Calculate the excess amount beyond the terrain's edge
			int excessY = endIndices.y - terrainData.heightmapResolution;
			// Adjust the start index to clip the brush
			startIndices.y -= excessY;
		}

		return startIndices;
	}

	/// <summary>
	/// Calculates the strength of the brush at a specific point within the brush texture.
	/// </summary>
	/// <param name = "x">The x coordinate within the brush texture.</param>
	/// <param name = "y">The y coordinate within the brush texture.</param>
	/// <returns>The strength of the brush at the specified point.</returns>
	private float GetBrushStrength(int x, int y)
	{
		// Get the color of the pixel at this point in the brush texture
		Color pixelColor = brushTexture.GetPixel(x, y);
		// The strength of the brush is determined by the alpha value of the pixel
		return pixelColor.a;
	}
}
} 

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