Tune Ground Zero foliage sightlines

This commit is contained in:
2026-05-19 11:07:46 -07:00
parent d0c1e22d98
commit b2e315a510
5 changed files with 339 additions and 15 deletions
@@ -0,0 +1,193 @@
import math
from pathlib import Path
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass"
EXPECTED_FOLIAGE_COUNTS = {
"trees": 64,
"shrubs": 148,
"grass": 260,
}
CRITICAL_CLEARANCE_CM = {
"trees": 5200.0,
"shrubs": 3400.0,
"grass": 1250.0,
}
CORRIDOR_CLEARANCE_CM = {
"trees": 3600.0,
"shrubs": 2100.0,
"grass": 850.0,
}
CORRIDOR_SAMPLE_SPACING_CM = 1600.0
CRITICAL_ACTOR_LABELS = {
"AGR_DemoPlayerStart",
"AGR_DemoWoodResource_01",
"AGR_DemoFiberResource_01",
"AGR_DemoCampfire_01",
"AGR_DemoPrimitiveShelter_01",
"AGR_DemoRabbitWildlife_01",
"AGR_GZ_FreshWaterSource_01",
"AGR_GZ_Wood_CoastalScrub_01",
"AGR_GZ_Wood_CoastalScrub_02",
"AGR_GZ_Wood_Hillside_03",
"AGR_GZ_Fiber_Grassland_01",
"AGR_GZ_Fiber_Grassland_02",
"AGR_GZ_Fiber_Scrub_03",
"AGR_GZ_Fiber_DrainageCandidate_04",
"AGR_GZ_EdiblePlant_CoastalScrub_01",
"AGR_GZ_EdiblePlant_Grassland_02",
"AGR_GZ_EdiblePlant_DrainageCandidate_03",
"AGR_GZ_Stone_Slope_01",
"AGR_GZ_Stone_Slope_02",
"AGR_GZ_Stone_ExposedTerrain_03",
"AGR_GZ_Stone_ValleyEdge_04",
}
SIGHTLINE_PAIRS = [
("AGR_DemoPlayerStart", "AGR_DemoWoodResource_01"),
("AGR_DemoPlayerStart", "AGR_DemoFiberResource_01"),
("AGR_DemoPlayerStart", "AGR_DemoCampfire_01"),
("AGR_DemoPlayerStart", "AGR_DemoPrimitiveShelter_01"),
("AGR_DemoPlayerStart", "AGR_DemoRabbitWildlife_01"),
("AGR_DemoPlayerStart", "AGR_GZ_FreshWaterSource_01"),
]
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def distance_2d(a, b):
return math.hypot(a.x - b.x, a.y - b.y)
def transform_location(transform_result):
transform = transform_result[0] if isinstance(transform_result, tuple) else transform_result
if hasattr(transform, "translation"):
return transform.translation
try:
return transform.get_editor_property("translation")
except Exception:
return transform.get_location()
def instance_locations(component):
locations = []
for index in range(component.get_instance_count()):
locations.append(transform_location(component.get_instance_transform(index, True)))
return locations
def sampled_corridor_points(start, end):
length_cm = distance_2d(start, end)
sample_count = max(1, int(length_cm / CORRIDOR_SAMPLE_SPACING_CM))
points = []
for index in range(1, sample_count):
alpha = index / sample_count
points.append(
unreal.Vector(
start.x + ((end.x - start.x) * alpha),
start.y + ((end.y - start.y) * alpha),
0.0,
)
)
return points
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
actors = unreal.EditorLevelLibrary.get_all_level_actors()
actors_by_label = {get_actor_label(actor): actor for actor in actors}
failures = []
missing_labels = sorted(label for label in CRITICAL_ACTOR_LABELS if label not in actors_by_label)
if missing_labels:
failures.append("missing critical actor label(s): " + ", ".join(missing_labels))
foliage = actors_by_label.get(FOLIAGE_LABEL)
if not foliage:
failures.append(f"missing {FOLIAGE_LABEL}")
else:
foliage_components = {
"trees": foliage.get_editor_property("tree_instances"),
"shrubs": foliage.get_editor_property("shrub_instances"),
"grass": foliage.get_editor_property("grass_instances"),
}
foliage_locations = {
family: instance_locations(component)
for family, component in foliage_components.items()
}
for family, expected_count in EXPECTED_FOLIAGE_COUNTS.items():
actual_count = len(foliage_locations[family])
if actual_count != expected_count:
failures.append(f"{family} expected {expected_count}, got {actual_count}")
critical_points = {
label: actors_by_label[label].get_actor_location()
for label in CRITICAL_ACTOR_LABELS
if label in actors_by_label
}
for family, locations in foliage_locations.items():
clearance = CRITICAL_CLEARANCE_CM[family]
for label, point in critical_points.items():
nearest = min((distance_2d(location, point) for location in locations), default=999999.0)
if nearest < clearance:
failures.append(
f"{family} nearest to {label} is {nearest:.0f}cm, below {clearance:.0f}cm clearance"
)
for start_label, end_label in SIGHTLINE_PAIRS:
start_actor = actors_by_label.get(start_label)
end_actor = actors_by_label.get(end_label)
if not start_actor or not end_actor:
continue
corridor_points = sampled_corridor_points(
start_actor.get_actor_location(),
end_actor.get_actor_location(),
)
for family, locations in foliage_locations.items():
clearance = CORRIDOR_CLEARANCE_CM[family]
for point in corridor_points:
nearest = min((distance_2d(location, point) for location in locations), default=999999.0)
if nearest < clearance:
failures.append(
f"{family} nearest to {start_label}->{end_label} corridor is "
f"{nearest:.0f}cm, below {clearance:.0f}cm clearance"
)
break
project_root = Path(unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()))
docs = project_root / "Docs" / "Terrain" / "GroundZeroDensitySightlineTuning.md"
roadmap = project_root / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
for path, snippets in {
docs: ["Ground Zero Density And Sightline Tuning", "First-Look Sightlines"],
roadmap: ["[x] Add density and sightline tuning"],
}.items():
text = path.read_text(encoding="utf-8")
for snippet in snippets:
if snippet not in text:
failures.append(f"{path} missing snippet: {snippet}")
if failures:
raise RuntimeError("Ground Zero density/sightline verification failed: " + "; ".join(failures))
unreal.log(
"Ground Zero density/sightline verification complete: "
f"{len(CRITICAL_ACTOR_LABELS)} critical labels, "
f"{len(SIGHTLINE_PAIRS)} sightline corridor(s), "
f"{EXPECTED_FOLIAGE_COUNTS['trees']} trees, "
f"{EXPECTED_FOLIAGE_COUNTS['shrubs']} shrubs, "
f"{EXPECTED_FOLIAGE_COUNTS['grass']} grass clumps."
)
main()