Tune Ground Zero foliage sightlines
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@@ -629,6 +629,37 @@ FOLIAGE_ZONES = {
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},
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}
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SIGHTLINE_TUNING_CONFIG = {
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"critical_clearance_cm": {
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"trees": 5200.0,
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"shrubs": 3400.0,
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"grass": 1250.0,
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},
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"corridor_clearance_cm": {
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"trees": 3600.0,
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"shrubs": 2100.0,
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"grass": 850.0,
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},
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"corridor_sample_spacing_cm": 1600.0,
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"critical_actor_labels": {
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"AGR_DemoPlayerStart",
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"AGR_DemoWoodResource_01",
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"AGR_DemoFiberResource_01",
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"AGR_DemoCampfire_01",
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"AGR_DemoPrimitiveShelter_01",
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"AGR_DemoRabbitWildlife_01",
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"AGR_GZ_FreshWaterSource_01",
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},
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"sightline_pairs": [
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("AGR_DemoPlayerStart", "AGR_DemoWoodResource_01"),
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("AGR_DemoPlayerStart", "AGR_DemoFiberResource_01"),
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("AGR_DemoPlayerStart", "AGR_DemoCampfire_01"),
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("AGR_DemoPlayerStart", "AGR_DemoPrimitiveShelter_01"),
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("AGR_DemoPlayerStart", "AGR_DemoRabbitWildlife_01"),
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("AGR_DemoPlayerStart", "AGR_GZ_FreshWaterSource_01"),
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],
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}
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def get_actor_label(actor):
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try:
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@@ -796,6 +827,42 @@ def distance_2d(a, b):
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return math.hypot(a.x - b.x, a.y - b.y)
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def reserved_point(point, source_label, clearances):
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return {
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"point": point,
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"source_label": source_label,
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"clearances": clearances,
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}
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def reserved_point_clearance(reservation, foliage_family):
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return reservation["clearances"].get(foliage_family, 0.0)
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def add_sightline_corridor_reservations(reservations, label_points):
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spacing_cm = SIGHTLINE_TUNING_CONFIG["corridor_sample_spacing_cm"]
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corridor_clearances = SIGHTLINE_TUNING_CONFIG["corridor_clearance_cm"]
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for start_label, end_label in SIGHTLINE_TUNING_CONFIG["sightline_pairs"]:
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start = label_points.get(start_label)
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end = label_points.get(end_label)
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if not start or not end:
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continue
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length_cm = distance_2d(start, end)
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sample_count = max(1, int(length_cm / spacing_cm))
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for index in range(1, sample_count):
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alpha = index / sample_count
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point = unreal.Vector(
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start.x + ((end.x - start.x) * alpha),
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start.y + ((end.y - start.y) * alpha),
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0.0,
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)
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reservations.append(
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reserved_point(point, f"{start_label}->{end_label}", corridor_clearances)
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)
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def validate_safe_spawn_location(height_values, location_xy, resource_points, water_points):
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failures = []
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elevation_m = terrain_elevation_m(height_values, location_xy.x, location_xy.y)
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@@ -882,7 +949,7 @@ def apply_foliage_materials(foliage_actor, materials):
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component.set_material(0, material)
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def choose_foliage_points(height_values, zone, reserved_points, existing_points):
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def choose_foliage_points(height_values, family_name, zone, reservations, existing_points):
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rng = random.Random(FOLIAGE_RANDOM_SEED + len(existing_points) + int(zone["count"]))
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chosen = []
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attempts = 0
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@@ -897,7 +964,10 @@ def choose_foliage_points(height_values, zone, reserved_points, existing_points)
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if terrain_elevation_m(height_values, x, y) < zone["min_elevation_m"]:
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continue
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if any(distance_2d(point, reserved) < zone["avoid_radius_cm"] for reserved in reserved_points):
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if any(
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distance_2d(point, reservation["point"]) < reserved_point_clearance(reservation, family_name)
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for reservation in reservations
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):
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continue
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if any(distance_2d(point, existing) < zone["avoid_radius_cm"] * 0.55 for existing in existing_points):
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@@ -912,12 +982,33 @@ def choose_foliage_points(height_values, zone, reserved_points, existing_points)
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return chosen
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def spawn_foliage_actor(height_values, materials):
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reserved_points = [
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spec["location_xy"]
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for spec in DEMO_ACTORS
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if spec["label"] not in {"AGR_DemoSkyLightingController", "AGR_DemoWeatherAudioController", "AGR_DemoNoticeActor"}
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]
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def build_foliage_reservations(safe_spawn_location_xy):
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label_points = {}
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specs = DEMO_ACTORS + BIOME_RESOURCE_ACTORS + WATER_SOURCE_ACTORS
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for spec in specs:
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label = spec["label"]
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location_xy = spec["location_xy"]
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if label == SAFE_SPAWN_CONFIG["player_start_label"] and safe_spawn_location_xy is not None:
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location_xy = safe_spawn_location_xy
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label_points[label] = location_xy
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reservations = []
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critical_clearances = SIGHTLINE_TUNING_CONFIG["critical_clearance_cm"]
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for label in SIGHTLINE_TUNING_CONFIG["critical_actor_labels"]:
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point = label_points.get(label)
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if point:
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reservations.append(reserved_point(point, label, critical_clearances))
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for spec in BIOME_RESOURCE_ACTORS:
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reservations.append(reserved_point(spec["location_xy"], spec["label"], critical_clearances))
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add_sightline_corridor_reservations(reservations, label_points)
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unreal.log(f"Prepared {len(reservations)} Ground Zero foliage sightline reservation point(s).")
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return reservations
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def spawn_foliage_actor(height_values, materials, safe_spawn_location_xy):
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reservations = build_foliage_reservations(safe_spawn_location_xy)
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foliage_actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
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unreal.AgrarianFoliagePatch,
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@@ -936,19 +1027,19 @@ def spawn_foliage_actor(height_values, materials):
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existing_points = []
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rng = random.Random(FOLIAGE_RANDOM_SEED)
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for point in choose_foliage_points(height_values, FOLIAGE_ZONES["trees"], reserved_points, existing_points):
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for point in choose_foliage_points(height_values, "trees", FOLIAGE_ZONES["trees"], reservations, existing_points):
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scale = rng.uniform(*FOLIAGE_ZONES["trees"]["scale_range"])
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foliage_actor.add_tree_instance(
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make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 5.0, scale, scale * 5.5)
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)
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for point in choose_foliage_points(height_values, FOLIAGE_ZONES["shrubs"], reserved_points, existing_points):
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for point in choose_foliage_points(height_values, "shrubs", FOLIAGE_ZONES["shrubs"], reservations, existing_points):
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scale = rng.uniform(*FOLIAGE_ZONES["shrubs"]["scale_range"])
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foliage_actor.add_shrub_instance(
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make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 4.0, scale * 2.2, scale * 0.85)
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)
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for point in choose_foliage_points(height_values, FOLIAGE_ZONES["grass"], reserved_points, existing_points):
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for point in choose_foliage_points(height_values, "grass", FOLIAGE_ZONES["grass"], reservations, existing_points):
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scale = rng.uniform(*FOLIAGE_ZONES["grass"]["scale_range"])
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foliage_actor.add_grass_instance(
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make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 2.0, scale * 0.28, scale * 1.6)
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@@ -1091,7 +1182,7 @@ def main():
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apply_landscape_material(materials["terrain"])
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height_values = load_heightmap()
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safe_spawn_location_xy = select_safe_spawn_location(height_values)
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spawn_foliage_actor(height_values, materials)
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spawn_foliage_actor(height_values, materials, safe_spawn_location_xy)
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for spec in BIOME_RESOURCE_ACTORS:
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spawn_demo_actor(spec, height_values, materials)
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for spec in WATER_SOURCE_ACTORS:
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