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gunnbr committed 2021-01-11 22:20:43 -08:00
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Version 1.2
Enhancements:
· Path Painter now uses the 3D Haven folders.
· Path Painter now uses the 3D Haven menu.
· Improved import scrip.
· Added the first version of an API that for example can be used to paint paths along Pegasus splines (example in documentation).
Fixes:
· Fixed a glitch with the import package.
Version 1.1
Enhancements:
· The paint button is now bigger.
· Changed the size hotkeys to CTRL+Q/E.
· Updated for 2018.3 to use the new terrain API.
· Path Painter can now be placed into any directory.
· Single active terrain is now automatically selected on open.
· Made the status bar hotkey tips adapting to OSX (CTRL/CMD).
· Added visualization to show the active line (editable) and display when straight painting.
· Added a workaround for the Unity bug that causes things not to not render over the terrain in 2018.3.
· Updated warning message for non-square terrains to make it more clear that only square terrains are supported.
Fixes:
· Stop null pointer exceptions when the environment changes. Path Painter should now do a much better job recovering from these situations.
· Avoided cursor pointer exceptions on OSX.
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// Copyright © 2018 3D Haven. All Rights Reserved.
#if UNITY_EDITOR
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Haven.PathPainter
{
internal class CompMgr
{
// TODO: get these from config
public const string DLL_KEY = "h8i493ZcWPaY0FUgQmhYfrVilSvFkq5X"; //check this in config
private const string DNAME = "Pptr";
private const string DEXT = ".pp";
private const string LP = "Library/" + DNAME + ".3dhp";
private static string ms_f;
[InitializeOnLoadMethod]
static void Onload()
{
if (NC())
{
return;
}
// Need to wait for things to import before creating the common menu - Using delegates and only check menu when something gets imported
AssetDatabase.importPackageCompleted -= OnImportPackageCompleted;
AssetDatabase.importPackageCompleted += OnImportPackageCompleted;
AssetDatabase.importPackageCancelled -= OnImportPackageCancelled;
AssetDatabase.importPackageCancelled += OnImportPackageCancelled;
AssetDatabase.importPackageFailed -= OnImportPackageFailed;
AssetDatabase.importPackageFailed += OnImportPackageFailed;
}
/// <summary>
/// Called when a package import is Completed.
/// </summary>
private static void OnImportPackageCompleted(string packageName)
{
OnPackageImport();
}
/// <summary>
/// Called when a package import is Cancelled.
/// </summary>
private static void OnImportPackageCancelled(string packageName)
{
OnPackageImport();
}
/// <summary>
/// Called when a package import fails.
/// </summary>
private static void OnImportPackageFailed(string packageName, string error)
{
OnPackageImport();
}
/// <summary>
/// Used to run things after a package was imported.
/// </summary>
private static void OnPackageImport()
{
// No need for these anymore
AssetDatabase.importPackageCompleted -= OnImportPackageCompleted;
AssetDatabase.importPackageCancelled -= OnImportPackageCancelled;
AssetDatabase.importPackageFailed -= OnImportPackageFailed;
M();
}
private static void F()
{
#if !HAVEN_DEV
Debug.LogError("Files are corrupt or missing. Please Reimport Path Painter.");
#endif
}
private static bool M()
{
if (C())
{
#if !HAVEN_REL
G();
RE(ms_f);
#endif
return true;
}
G();
if (string.IsNullOrEmpty(ms_f))
{
return false;
}
R(ms_f);
#if !HAVEN_REL
string f = ms_f.Replace("Editor/", "");
string p = ms_f + DNAME + T + "e";
AssetDatabase.DeleteAsset(f + "Path Painter.dll");
if (!AssetDatabase.CopyAsset(f + DNAME + T + DEXT, f + "Path Painter.dll") ||
!AssetDatabase.CopyAsset(p + DEXT, p + ".dll"))
{
EditorUtility.DisplayDialog("Path Painter",
"\nPath Painter was not completely imported.\n\n" +
"You can try right-click -> \"Reimport\" once Unity completes importing and compiling.\n\n" +
"Please contact support with your invoice number if this message keeps popping up.\n\n", "Ok");
return false;
}
RE(ms_f);
AssetDatabase.Refresh();
#endif
return true;
}
private static bool NC()
{
string re = GRE();
if (!string.IsNullOrEmpty(re))
{
if (re == GE())
{
return true;
}
return M();
}
if (OE())
{
return true;
}
string f = DNAME + T + "e";
string x = ".dll";
string p = P(f, f + x);
if (string.IsNullOrEmpty(p))
{
return M();
}
ms_f = p.Replace(f + x, "");
if (C())
{
#if !HAVEN_REL
RE(ms_f);
#endif
return true;
}
return false;
}
private static void R(string f)
{
DirectoryInfo dirInfo = new DirectoryInfo(f);
if (!dirInfo.Exists)
{
return;
}
FileInfo[] files = dirInfo.GetFiles(DNAME + "*.dll");
foreach (var file in files)
{
AssetDatabase.DeleteAsset(f + file.Name);
}
}
private static void MV(string ofn, string nfn)
{
AssetDatabase.MoveAsset(ofn, nfn);
}
private static void G()
{
if (string.IsNullOrEmpty(ms_f))
{
string f = DNAME + "jhce";
string x = DEXT;
string p = P(f, f + x);
if (!string.IsNullOrEmpty(p))
{
ms_f = p.Replace(f + x, "");
return;
}
}
}
private static string GRE()
{
if (!File.Exists(LP))
{
return null;
}
string p = File.ReadAllText(LP);
if (!File.Exists(p))
{
return null;
}
return File.ReadAllText(p);
}
private static string GE()
{
string[] s = Application.unityVersion.Split('.');
string v = s[0] + "." + s[1];
#if NET_4_6
return v + "-n4";
#else
return v + "-n3";
#endif
}
private static void RE(string p)
{
p += "currenv.3dht";
File.WriteAllText(LP, p);
File.WriteAllText(p, GE());
}
private static bool OE()
{
string[] ends = new string[] { "/Editor/Pptrjhc.pp", "/Editor/Pptrjhc.dll",
"Path Painter 1.0.0 U5.dll", "Path Painter 1.0.0 U5.dll.pp" };
foreach (var path in AssetDatabase.GetAllAssetPaths())
{
foreach (string end in ends)
{
if (path.EndsWith(end))
{
return true;
}
}
}
return false;
}
public static string P(string fn, string f)
{
string[] a = AssetDatabase.FindAssets(fn, null);
for (int i = 0; i < a.Length; i++)
{
string p = AssetDatabase.GUIDToAssetPath(a[i]);
if (Path.GetFileName(p) == f)
{
return p;
}
}
return "";
}
#if UNITY_5
#if NET_4_6
private const string T = "e";
#else
private const string T = "e3";
#endif
#elif UNITY_2017
#if NET_4_6
private const string T = "jg";
#else
private const string T = "jg3";
#endif
#elif UNITY_2018_2 || UNITY_2018_1
#if NET_4_6
private const string T = "jh";
#else
private const string T = "jh3";
#endif
#else
#if NET_4_6
private const string T = "jhc";
#else
private const string T = "jhc3";
#endif
#endif
private static bool C()
{
#if !HAVEN_REL
string[] i = new string[]
{
"ee",
"jge",
"jhe",
"jhce",
"e3e",
"jg3e",
"jh3e",
"jhc3e",
};
HashSet<string> w = new HashSet<string>();
HashSet<string> b = new HashSet<string>();
string t = T + "e";
foreach (string a in i)
{
if (a != t)
{
b.Add(DNAME + a + ".dll");
}
}
w.Add(DNAME + t + ".dll");
foreach (string p in AssetDatabase.GetAllAssetPaths())
{
string f = Path.GetFileName(p);
if (w.Contains(f))
{
w.Remove(f);
ms_f = p.Replace(f, "");
}
if (b.Contains(f))
{
return false;
}
}
return w.Count < 1;
#else
return false;
#endif
}
}
}
#endif
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<?xml version="1.0" ?><doc>
<assembly>
<name>Path Painter</name>
</assembly>
<members>
<member name="T:PathPainterAPI.Painter">
<summary>
Path Painter - Painter API
</summary>
</member>
<member name="T:PathPainterAPI.Painter.EmbankmentCurve">
<summary>
Embankment Curve that determines how the path blends into the environment.
</summary>
</member>
<member name="T:PathPainterAPI.Painter.Noise">
<summary>
Noise type
</summary>
</member>
<member name="F:PathPainterAPI.Painter.Size">
<summary>
Width of the path surface.
</summary>
</member>
<member name="P:PathPainterAPI.Painter.EmbankmentSize">
<summary>
Width of the whole path including the embankment. Cannot be less than the <see cref="F:PathPainterAPI.Painter.Size"/>.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.Elevation">
<summary>
Relative elevation of the path. Negative values can be used to carve into the terrain.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.EmbankCurve">
<summary>
Embankment Curve that determines how the path blends into the environment.
</summary>
</member>
<member name="P:PathPainterAPI.Painter.EvenRamp">
<summary>
[0-1 Normalized];
0: follow terrain;
1: the ramp slope will be even from start to end.
</summary>
</member>
<member name="P:PathPainterAPI.Painter.TextureStrength">
<summary>
[0-1 Normalized] Strength of the texture painting.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.TextureIndex">
<summary>
Index of the texture wished to be used for the Path surface. Non-valid index results in no texture painted for the Path surface.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.EmbankmentTextureIndex">
<summary>
Index of the texture wished to be used for the Embankment. Non-valid index results in no texture painted for the Embankment.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.SmartTexturePaint">
<summary>
Disable if Embankment painting is desired over areas with Path surface texture.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.ClearGrass">
<summary>
Clear/thin details/grass when drawing paths according to the settings: <see cref="P:PathPainterAPI.Painter.GrassClearingDistance"/>, <see cref="P:PathPainterAPI.Painter.GrassThinningDistance"/>, <see cref="F:PathPainterAPI.Painter.GrassClearingNoise"/>.
</summary>
</member>
<member name="P:PathPainterAPI.Painter.GrassClearingDistance">
<summary>
[Value 0.01-1] Grass Clearing Distance Ratio (ratio of one side-embankment width). Grass will be cleared up to this distance.
</summary>
</member>
<member name="P:PathPainterAPI.Painter.GrassThinningDistance">
<summary>
[0.01-1 Normalized] Grass Thinning Distance Ratio (ratio of one side-embankment width). Grass will be thinned with <see cref="F:PathPainterAPI.Painter.GrassClearingNoise"/> applied from the <see cref="P:PathPainterAPI.Painter.GrassClearingDistance"/> up to this distance.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.GrassClearingNoise">
<summary>
The type of <see cref="T:PathPainterAPI.Painter.Noise"/> applied to Grass Thinning.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.ClearTree">
<summary>
Clear trees when drawing paths according to the settings: <see cref="P:PathPainterAPI.Painter.TreeClearingDistance"/>.
</summary>
</member>
<member name="P:PathPainterAPI.Painter.TreeClearingDistance">
<summary>
[0.01-1 Normalized] Tree Clearing Distance Ratio (ratio of one side-embankment width). Trees will be cleared up to this distance.
</summary>
</member>
<member name="F:PathPainterAPI.Painter.SmoothPath">
<summary>
Paint smooth paths when enabled..
</summary>
</member>
<member name="M:PathPainterAPI.Painter.SetDefaults">
<summary>
Reset the Default options/settings.
</summary>
</member>
<member name="M:PathPainterAPI.Painter.Paint(System.Collections.Generic.List{UnityEngine.Vector3},System.Single,System.Single,PathPainterAPI.Painter.EmbankmentCurve,System.Single,System.Single,System.Single,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Single,System.Single,PathPainterAPI.Painter.Noise,System.Boolean,System.Single,System.Boolean)">
<summary>
Change all the <see cref="T:PathPainterAPI.Painter"/> settings and Paint a Path.
</summary>
<param name="nodes">World space nodes that determine points of the path to be painted (similar to how mouse movement could be used by recording a point every time the mouse moves a certain distance). Note: Y values are ignored.</param>
<param name="size">Width of the path surface.</param>
<param name="embankmentSize">Width of the whole path including the embankment. Cannot be less than the <see cref="F:PathPainterAPI.Painter.Size"/>.</param>
<param name="embankmentCurve">Embankment Curve that determines how the path blends into the environment.</param>
<param name="elevation">Relative elevation of the path. Negative values can be used to carve into the terrain.</param>
<param name="evenRamp">[Value 0-1];
0: follow terrain;
1: the ramp slope will be even from start to end.</param>
<param name="textureStrength">[Value 0-1] Strength of the texture painting.</param>
<param name="textureIndex">Index of the texture wished to be used for the Path surface. Non-valid index results in no texture painted for the Path surface.</param>
<param name="embankmentTextureIndex">Index of the texture wished to be used for the Embankment. Non-valid index results in no texture painted for the Embankment.</param>
<param name="smartTexturePaint">Disable if Embankment painting is desired over areas with Path surface texture.</param>
<param name="clearGrass">Clear/thin details/grass when drawing paths according to the settings: <see cref="P:PathPainterAPI.Painter.GrassClearingDistance"/>, <see cref="P:PathPainterAPI.Painter.GrassThinningDistance"/>, <see cref="F:PathPainterAPI.Painter.GrassClearingNoise"/>.</param>
<param name="grassClearingDistance">[Value 0.01-1] Grass Clearing Distance Ratio (ratio of one side-embankment width). Grass will be cleared up to this distance.</param>
<param name="grassThinningDistance">[Value 0.01-1] Grass Thinning Distance Ratio (ratio of one side-embankment width). Grass will be thinned with <see cref="F:PathPainterAPI.Painter.GrassClearingNoise"/> applied from the <see cref="P:PathPainterAPI.Painter.GrassClearingDistance"/> up to this distance.</param>
<param name="grassClearingNoise">The type of <see cref="T:PathPainterAPI.Painter.Noise"/> applied to Grass Thinning.</param>
<param name="clearTree">Clear trees when drawing paths according to the settings: <see cref="P:PathPainterAPI.Painter.TreeClearingDistance"/>.</param>
<param name="treeClearingDistance">[Value 0.01-1] Tree Clearing Distance Ratio (ratio of one side-embankment width). Trees will be cleared up to this distance.</param>
<param name="smoothPath">Paint smooth paths when enabled..</param>
</member>
<member name="M:PathPainterAPI.Painter.Paint(System.Collections.Generic.List{UnityEngine.Vector3},PathPainterAPI.PaintOption[])">
<summary>
Paint a Path using the current <see cref="T:PathPainterAPI.Painter"/> settings while optionally changing any settings as desired. <seealso cref="T:PathPainterAPI.Paint"/> to pass in options.
</summary>
<param name="nodes">World space nodes that determine points of the path to be painted (similar to how mouse movement could be used by recording a point every time the mouse moves a certain distance). Note: Y values are ignored.</param>
<param name="options">An optional list of <see cref="T:PathPainterAPI.Paint"/> options that specify the painting properties. Any values passed in here will change the presets.
See Also: <see cref="T:PathPainterAPI.Paint"/>.</param>
</member>
<member name="M:PathPainterAPI.Painter.Paint(System.Collections.Generic.List{UnityEngine.Vector3})">
<summary>
Paint a Path using the current <see cref="T:PathPainterAPI.Painter"/> settings.
</summary>
<param name="nodes">World space nodes that determine points of the path to be painted (similar to how mouse movement could be used by recording a point every time the mouse moves a certain distance). Note: Y values are ignored.</param>
</member>
<member name="T:PathPainterAPI.PaintOption">
<summary>
Class internally used to pass Paint options to Path Painter API functions. You don't use these directly, but construct them with the control functions in the PathPainterAPI class.
</summary>
</member>
<member name="T:PathPainterAPI.PaintOption.PaintOptionType">
<summary>
The type of Paint Options.
</summary>
</member>
<member name="P:PathPainterAPI.PaintOption.Type">
<summary>
The type of the Paint Option.
</summary>
</member>
<member name="M:PathPainterAPI.PaintOption.#ctor(PathPainterAPI.PaintOption.PaintOptionType,System.Object)">
<summary>
New option.
</summary>
</member>
<member name="M:PathPainterAPI.PaintOption.ApplyOptions(PathPainterAPI.PaintOption[])">
<summary>
Applies the options to the API
</summary>
</member>
<member name="T:PathPainterAPI.Paint">
<summary>
Use methods of this class to ge Paint options parameters.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.Size(System.Single)">
<summary>
Option passed to the Path Painter API to set the Width of the path surface.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.EmbankmentSize(System.Single)">
<summary>
Option passed to the Path Painter API to set the Width of the whole path including the embankment. Cannot be less than the <see cref="M:PathPainterAPI.Paint.Size(System.Single)"/>.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.Elevation(System.Single)">
<summary>
Option passed to the Path Painter API to set the Relative elevation of the path. Negative values can be used to carve into the terrain.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.EmbankCurve(PathPainterAPI.Painter.EmbankmentCurve)">
<summary>
Option passed to the Path Painter API to set the Embankment Curve that determines how the path blends into the envirionment.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.EvenRamp(System.Single)">
<summary>
Option passed to the Path Painter API to set the EvenRamp value.
[Value 0-1];
0: follow terrain;
1: the ramp slope will be even from start to end.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.TextureStrength(System.Single)">
<summary>
[Value 0-1] Option passed to the Path Painter API to set the Strength of the textre painting.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.TextureIndex(System.Int32)">
<summary>
Option passed to the Path Painter API to set the Index of the texture wished to be used for the Path surface. Non-valid index results in no texture painted for the Path surface.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.EmbankmentTextureIndex(System.Int32)">
<summary>
Option passed to the Path Painter API to set the Index of the texture wished to be used for the Embankment. Non-valid index results in no texture painted for the Embankment.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.SmartTexturePaint(System.Boolean)">
<summary>
Option passed to the Path Painter API to set Smart Texture Paint. Disable if Emebankment painting is desired over areas with Path surface texture.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.ClearGrass(System.Boolean)">
<summary>
Option passed to the Path Painter API to enable/disable Clearing/thinning of details/grass when drawing paths according to the settings: <see cref="M:PathPainterAPI.Paint.GrassClearingDistance(System.Single)"/>, <see cref="M:PathPainterAPI.Paint.GrassThinningDistance(System.Single)"/>, <see cref="M:PathPainterAPI.Paint.GrassClearingNoise(PathPainterAPI.Painter.Noise)"/>.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.GrassClearingDistance(System.Single)">
<summary>
[Value 0.01-1] Option passed to the Path Painter API to set the Grass Clearing Discance Ratio (ratio of one side-embankment width). Grass will be cleared up to this distance.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.GrassThinningDistance(System.Single)">
<summary>
[Value 0.01-1] Option passed to the Path Painter API to set the Grass Thinning Discance Ratio (ratio of one side-embankment width). Grass will be thinned with <see cref="M:PathPainterAPI.Paint.GrassClearingNoise(PathPainterAPI.Painter.Noise)"/> applied from the <see cref="M:PathPainterAPI.Paint.GrassClearingDistance(System.Single)"/> up to this distance.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.GrassClearingNoise(PathPainterAPI.Painter.Noise)">
<summary>
Option passed to the Path Painter API to set the type of <see cref="!:Noise"/> applied to Grass Thinning.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.ClearTree(System.Boolean)">
<summary>
Option passed to the Path Painter API to set enable/disable Tree Clearing when drawing paths according to the settings: <see cref="M:PathPainterAPI.Paint.TreeClearingDistance(System.Single)"/>.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.TreeClearingDistance(System.Single)">
<summary>
[Value 0.01-1] Option passed to the Path Painter API to set the Tree Clearing Discance Ratio (ratio of one side-embankment width). Trees will be cleared up to this distance.
</summary>
</member>
<member name="M:PathPainterAPI.Paint.SmoothPath(System.Boolean)">
<summary>
Option passed to the Path Painter API to enable/disable Path Smoothing for better results.
</summary>
</member>
</members>
</doc>
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