565 lines
20 KiB
Python
565 lines
20 KiB
Python
import math
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import random
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import struct
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from pathlib import Path
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import unreal
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MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
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PROJECT_ROOT = Path(r"Z:\AgrarianGameBulid")
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TILE_ID = "gz_us_ca_pacifica_utm10n_e544_n4160"
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HEIGHTMAP_PATH = PROJECT_ROOT / "Data" / "Terrain" / "Unreal" / TILE_ID / f"{TILE_ID}_unreal_1009.r16"
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LANDSCAPE_SIZE = 1009
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XY_SCALE_CM = 100000.0 / (LANDSCAPE_SIZE - 1)
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Z_SCALE_CM = 100.0
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LANDSCAPE_MIN_XY = -50000.0
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FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass"
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FOLIAGE_RANDOM_SEED = 4160544
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FOLIAGE_MESHES = {
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"tree": "/Game/LevelPrototyping/Meshes/SM_Cylinder",
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"shrub": "/Game/LevelPrototyping/Meshes/SM_Cube",
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"grass": "/Game/LevelPrototyping/Meshes/SM_Cylinder",
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}
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MATERIAL_FOLDER = "/Game/Agrarian/Materials"
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ENVIRONMENT_MATERIALS = {
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"terrain": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Terrain_CoastalScrub",
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"color": unreal.LinearColor(0.28, 0.24, 0.16, 1.0),
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"roughness": 0.92,
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},
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"tree": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Tree_CoastalOak",
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"color": unreal.LinearColor(0.18, 0.31, 0.16, 1.0),
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"roughness": 0.88,
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},
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"shrub": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Shrub_CoyoteBrush",
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"color": unreal.LinearColor(0.31, 0.39, 0.20, 1.0),
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"roughness": 0.9,
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},
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"grass": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Grass_DryCoastal",
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"color": unreal.LinearColor(0.47, 0.42, 0.23, 1.0),
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"roughness": 0.95,
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},
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"wood_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Wood_Resource",
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"color": unreal.LinearColor(0.26, 0.16, 0.08, 1.0),
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"roughness": 0.86,
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},
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"fiber_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Fiber_Resource",
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"color": unreal.LinearColor(0.55, 0.49, 0.28, 1.0),
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"roughness": 0.93,
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},
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"stone_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Stone_Sandstone",
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"color": unreal.LinearColor(0.43, 0.40, 0.35, 1.0),
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"roughness": 0.97,
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},
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"fresh_water": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_FreshWater",
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"color": unreal.LinearColor(0.08, 0.28, 0.38, 1.0),
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"roughness": 0.35,
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},
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}
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RESOURCE_MATERIAL_BY_LABEL_PREFIX = {
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"AGR_GZ_Wood": "wood_resource",
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"AGR_GZ_Fiber": "fiber_resource",
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"AGR_GZ_Stone": "stone_resource",
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"AGR_DemoWoodResource": "wood_resource",
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"AGR_DemoFiberResource": "fiber_resource",
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"AGR_GZ_FreshWaterSource": "fresh_water",
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}
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DEMO_ACTORS = [
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{
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"label": "AGR_DemoPlayerStart",
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"class": unreal.PlayerStart,
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"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
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"z_offset": 220.0,
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"rotation": unreal.Rotator(0.0, 72.0, 0.0),
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},
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{
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"label": "AGR_DemoWoodResource_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-16800.0, -5400.0, 0.0),
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"z_offset": 80.0,
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"rotation": unreal.Rotator(0.0, 25.0, 0.0),
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},
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{
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"label": "AGR_DemoFiberResource_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-15600.0, -7850.0, 0.0),
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"z_offset": 80.0,
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"rotation": unreal.Rotator(0.0, -15.0, 0.0),
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},
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{
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"label": "AGR_DemoCampfire_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
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"location_xy": unreal.Vector(-13200.0, -6350.0, 0.0),
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"z_offset": 90.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoPrimitiveShelter_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
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"location_xy": unreal.Vector(-11500.0, -7750.0, 0.0),
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"z_offset": 120.0,
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"rotation": unreal.Rotator(0.0, -30.0, 0.0),
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},
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{
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"label": "AGR_DemoRabbitWildlife_01",
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"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
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"location_xy": unreal.Vector(-19800.0, -8550.0, 0.0),
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"z_offset": 120.0,
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"rotation": unreal.Rotator(0.0, 135.0, 0.0),
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},
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{
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"label": "AGR_DemoSkyLightingController",
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"class": unreal.AgrarianSkyLightingController,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 12000.0,
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"rotation": unreal.Rotator(-42.0, -35.0, 0.0),
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},
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{
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"label": "AGR_DemoWeatherAudioController",
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"class": unreal.AgrarianWeatherAudioController,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 11800.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoNoticeActor",
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"class": unreal.AgrarianDemoNoticeActor,
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"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
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"fixed_z": 1600.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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]
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LEGACY_DEMO_LIGHTING_LABELS = {
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"AGR_DemoSun",
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"AGR_DemoSkyLight",
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"AGR_DemoFog",
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}
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BIOME_RESOURCE_ACTORS = [
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{
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"label": "AGR_GZ_Wood_CoastalScrub_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-28600.0, 7400.0, 0.0),
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"z_offset": 70.0,
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"rotation": unreal.Rotator(0.0, 18.0, 0.0),
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},
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{
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"label": "AGR_GZ_Wood_CoastalScrub_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-5400.0, 21400.0, 0.0),
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"z_offset": 70.0,
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"rotation": unreal.Rotator(0.0, -42.0, 0.0),
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},
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{
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"label": "AGR_GZ_Wood_Hillside_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(18400.0, 32200.0, 0.0),
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"z_offset": 70.0,
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"rotation": unreal.Rotator(0.0, 86.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_Grassland_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-33400.0, -16200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, 6.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_Grassland_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(8200.0, -18200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, -28.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_Scrub_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(29200.0, -4200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, 54.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_DrainageCandidate_04",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-6200.0, 9200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, 114.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_Slope_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(22600.0, 17600.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, 12.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_Slope_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(37600.0, 28600.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, -36.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_ExposedTerrain_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(11800.0, 38200.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, 71.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_ValleyEdge_04",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(-24800.0, 28600.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, 133.0, 0.0),
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},
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]
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WATER_SOURCE_ACTORS = [
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{
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"label": "AGR_GZ_FreshWaterSource_01",
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"class_path": "/Game/Agrarian/Blueprints/World/BP_FreshWaterSource",
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"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
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"z_offset": 36.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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]
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FOLIAGE_ZONES = {
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"trees": {
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"count": 42,
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"x_range": (-25000.0, 42000.0),
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"y_range": (-12000.0, 42000.0),
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"min_elevation_m": 18.0,
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"avoid_radius_cm": 3600.0,
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"scale_range": (0.75, 1.35),
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},
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"shrubs": {
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"count": 96,
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"x_range": (-42000.0, 45000.0),
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"y_range": (-38000.0, 45000.0),
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"min_elevation_m": 7.0,
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"avoid_radius_cm": 2600.0,
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"scale_range": (0.45, 1.05),
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},
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"grass": {
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"count": 180,
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"x_range": (-46000.0, 46000.0),
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"y_range": (-46000.0, 46000.0),
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"min_elevation_m": 4.0,
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"avoid_radius_cm": 1800.0,
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"scale_range": (0.35, 0.9),
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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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return actor.get_actor_label()
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except Exception:
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return actor.get_name()
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def set_actor_label(actor, label):
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try:
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actor.set_actor_label(label, mark_dirty=True)
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except TypeError:
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actor.set_actor_label(label)
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def load_blueprint_class(path):
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generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
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if not generated_class:
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raise RuntimeError(f"Could not load Blueprint class: {path}")
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return generated_class
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def load_required_asset(path):
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asset = unreal.EditorAssetLibrary.load_asset(path)
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if not asset:
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raise RuntimeError(f"Required asset not found: {path}")
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return asset
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def ensure_environment_materials():
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if not unreal.EditorAssetLibrary.does_directory_exist(MATERIAL_FOLDER):
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unreal.EditorAssetLibrary.make_directory(MATERIAL_FOLDER)
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asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
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created_or_loaded = {}
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for key, spec in ENVIRONMENT_MATERIALS.items():
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material = unreal.EditorAssetLibrary.load_asset(spec["path"])
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if not material:
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asset_name = spec["path"].rsplit("/", 1)[-1]
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material = asset_tools.create_asset(asset_name, MATERIAL_FOLDER, unreal.Material, unreal.MaterialFactoryNew())
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if not material:
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raise RuntimeError(f"Could not create material: {spec['path']}")
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base_color = unreal.MaterialEditingLibrary.create_material_expression(
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material, unreal.MaterialExpressionConstant3Vector, -420, -120
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)
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base_color.set_editor_property("constant", spec["color"])
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unreal.MaterialEditingLibrary.connect_material_property(
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base_color, "", unreal.MaterialProperty.MP_BASE_COLOR
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)
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roughness = unreal.MaterialEditingLibrary.create_material_expression(
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material, unreal.MaterialExpressionConstant, -420, 80
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)
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roughness.set_editor_property("r", spec["roughness"])
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unreal.MaterialEditingLibrary.connect_material_property(
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roughness, "", unreal.MaterialProperty.MP_ROUGHNESS
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)
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unreal.MaterialEditingLibrary.recompile_material(material)
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unreal.EditorAssetLibrary.save_asset(spec["path"])
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unreal.log(f"Created Ground Zero environment material: {spec['path']}")
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created_or_loaded[key] = material
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return created_or_loaded
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def apply_material_to_actor_meshes(actor, material):
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applied_count = 0
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for component in actor.get_components_by_class(unreal.StaticMeshComponent):
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slot_count = component.get_num_materials()
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if slot_count == 0:
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component.set_material(0, material)
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applied_count += 1
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continue
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for slot_index in range(slot_count):
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component.set_material(slot_index, material)
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applied_count += 1
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return applied_count
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def material_key_for_actor_label(label):
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for prefix, material_key in RESOURCE_MATERIAL_BY_LABEL_PREFIX.items():
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if label.startswith(prefix):
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return material_key
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return None
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def apply_landscape_material(material):
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applied = 0
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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if isinstance(actor, unreal.Landscape):
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actor.set_editor_property("landscape_material", material)
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applied += 1
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unreal.log(f"Applied Ground Zero terrain material to {applied} landscape actor(s).")
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return applied
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def load_heightmap():
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raw = HEIGHTMAP_PATH.read_bytes()
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expected_bytes = LANDSCAPE_SIZE * LANDSCAPE_SIZE * 2
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if len(raw) != expected_bytes:
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raise RuntimeError(f"Unexpected heightmap size: {len(raw)} != {expected_bytes}")
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return struct.unpack(f"<{LANDSCAPE_SIZE * LANDSCAPE_SIZE}H", raw)
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def terrain_z_cm(height_values, x_cm, y_cm):
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sample_x = max(0, min(LANDSCAPE_SIZE - 1, round((x_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
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sample_y = max(0, min(LANDSCAPE_SIZE - 1, round((y_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
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height_value = height_values[int(sample_y) * LANDSCAPE_SIZE + int(sample_x)]
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elevation_m = (float(height_value) - 32768.0) * Z_SCALE_CM / (100.0 * 128.0)
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return elevation_m * 100.0
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def terrain_elevation_m(height_values, x_cm, y_cm):
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return terrain_z_cm(height_values, x_cm, y_cm) / 100.0
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def remove_existing_demo_actors(labels):
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for actor in unreal.EditorLevelLibrary.get_all_level_actors():
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if get_actor_label(actor) in labels:
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unreal.EditorLevelLibrary.destroy_actor(actor)
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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 make_foliage_transform(height_values, x, y, yaw, z_offset, scale_xy, scale_z):
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return unreal.Transform(
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location=unreal.Vector(x, y, terrain_z_cm(height_values, x, y) + z_offset),
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rotation=unreal.Rotator(0.0, yaw, 0.0),
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scale=unreal.Vector(scale_xy, scale_xy, scale_z),
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)
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def configure_foliage_meshes(foliage_actor):
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component_meshes = {
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"tree_instances": load_required_asset(FOLIAGE_MESHES["tree"]),
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"shrub_instances": load_required_asset(FOLIAGE_MESHES["shrub"]),
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"grass_instances": load_required_asset(FOLIAGE_MESHES["grass"]),
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}
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for property_name, mesh in component_meshes.items():
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component = foliage_actor.get_editor_property(property_name)
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component.set_editor_property("static_mesh", mesh)
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def apply_foliage_materials(foliage_actor, materials):
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component_materials = {
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"tree_instances": materials["tree"],
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"shrub_instances": materials["shrub"],
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"grass_instances": materials["grass"],
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}
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for property_name, material in component_materials.items():
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component = foliage_actor.get_editor_property(property_name)
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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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rng = random.Random(FOLIAGE_RANDOM_SEED + len(existing_points) + int(zone["count"]))
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chosen = []
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attempts = 0
|
|
max_attempts = zone["count"] * 80
|
|
|
|
while len(chosen) < zone["count"] and attempts < max_attempts:
|
|
attempts += 1
|
|
x = rng.uniform(zone["x_range"][0], zone["x_range"][1])
|
|
y = rng.uniform(zone["y_range"][0], zone["y_range"][1])
|
|
point = unreal.Vector(x, y, 0.0)
|
|
|
|
if terrain_elevation_m(height_values, x, y) < zone["min_elevation_m"]:
|
|
continue
|
|
|
|
if any(distance_2d(point, reserved) < zone["avoid_radius_cm"] for reserved in reserved_points):
|
|
continue
|
|
|
|
if any(distance_2d(point, existing) < zone["avoid_radius_cm"] * 0.55 for existing in existing_points):
|
|
continue
|
|
|
|
chosen.append(point)
|
|
existing_points.append(point)
|
|
|
|
if len(chosen) != zone["count"]:
|
|
unreal.log_warning(f"Placed {len(chosen)} of {zone['count']} requested foliage instances for zone.")
|
|
|
|
return chosen
|
|
|
|
|
|
def spawn_foliage_actor(height_values, materials):
|
|
reserved_points = [
|
|
spec["location_xy"]
|
|
for spec in DEMO_ACTORS
|
|
if spec["label"] not in {"AGR_DemoSkyLightingController", "AGR_DemoWeatherAudioController", "AGR_DemoNoticeActor"}
|
|
]
|
|
|
|
foliage_actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
|
|
unreal.AgrarianFoliagePatch,
|
|
unreal.Vector(0.0, 0.0, 0.0),
|
|
unreal.Rotator(0.0, 0.0, 0.0),
|
|
FOLIAGE_LABEL,
|
|
)
|
|
if not foliage_actor:
|
|
raise RuntimeError("Could not spawn first-pass foliage actor.")
|
|
|
|
set_actor_label(foliage_actor, FOLIAGE_LABEL)
|
|
configure_foliage_meshes(foliage_actor)
|
|
apply_foliage_materials(foliage_actor, materials)
|
|
foliage_actor.clear_foliage()
|
|
|
|
existing_points = []
|
|
rng = random.Random(FOLIAGE_RANDOM_SEED)
|
|
|
|
for point in choose_foliage_points(height_values, FOLIAGE_ZONES["trees"], reserved_points, existing_points):
|
|
scale = rng.uniform(*FOLIAGE_ZONES["trees"]["scale_range"])
|
|
foliage_actor.add_tree_instance(
|
|
make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 5.0, scale, scale * 5.5)
|
|
)
|
|
|
|
for point in choose_foliage_points(height_values, FOLIAGE_ZONES["shrubs"], reserved_points, existing_points):
|
|
scale = rng.uniform(*FOLIAGE_ZONES["shrubs"]["scale_range"])
|
|
foliage_actor.add_shrub_instance(
|
|
make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 4.0, scale * 2.2, scale * 0.85)
|
|
)
|
|
|
|
for point in choose_foliage_points(height_values, FOLIAGE_ZONES["grass"], reserved_points, existing_points):
|
|
scale = rng.uniform(*FOLIAGE_ZONES["grass"]["scale_range"])
|
|
foliage_actor.add_grass_instance(
|
|
make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 2.0, scale * 0.28, scale * 1.6)
|
|
)
|
|
|
|
unreal.log(
|
|
"Placed first-pass Ground Zero foliage: "
|
|
f"{foliage_actor.get_tree_instance_count()} trees, "
|
|
f"{foliage_actor.get_shrub_instance_count()} shrubs, "
|
|
f"{foliage_actor.get_grass_instance_count()} grass clumps."
|
|
)
|
|
return foliage_actor
|
|
|
|
|
|
def spawn_demo_actor(spec, height_values, materials):
|
|
location_xy = spec["location_xy"]
|
|
z = spec.get("fixed_z")
|
|
if z is None:
|
|
z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0)
|
|
|
|
actor_class = spec.get("class")
|
|
if actor_class is None:
|
|
actor_class = load_blueprint_class(spec["class_path"])
|
|
|
|
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
|
|
actor_class,
|
|
unreal.Vector(location_xy.x, location_xy.y, z),
|
|
spec["rotation"],
|
|
spec["label"],
|
|
)
|
|
if not actor:
|
|
raise RuntimeError(f"Could not spawn {spec['label']}")
|
|
|
|
set_actor_label(actor, spec["label"])
|
|
material_key = material_key_for_actor_label(spec["label"])
|
|
if material_key:
|
|
apply_material_to_actor_meshes(actor, materials[material_key])
|
|
unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}")
|
|
return actor
|
|
|
|
|
|
def main():
|
|
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
|
|
raise RuntimeError(f"Could not load map: {MAP_PATH}")
|
|
|
|
labels = {spec["label"] for spec in DEMO_ACTORS}
|
|
labels.update(LEGACY_DEMO_LIGHTING_LABELS)
|
|
labels.update(spec["label"] for spec in BIOME_RESOURCE_ACTORS)
|
|
labels.update(spec["label"] for spec in WATER_SOURCE_ACTORS)
|
|
labels.add(FOLIAGE_LABEL)
|
|
remove_existing_demo_actors(labels)
|
|
|
|
materials = ensure_environment_materials()
|
|
apply_landscape_material(materials["terrain"])
|
|
height_values = load_heightmap()
|
|
spawn_foliage_actor(height_values, materials)
|
|
for spec in BIOME_RESOURCE_ACTORS:
|
|
spawn_demo_actor(spec, height_values, materials)
|
|
for spec in WATER_SOURCE_ACTORS:
|
|
spawn_demo_actor(spec, height_values, materials)
|
|
for spec in DEMO_ACTORS:
|
|
spawn_demo_actor(spec, height_values, materials)
|
|
|
|
unreal.EditorLevelLibrary.save_current_level()
|
|
unreal.log("Ground Zero demo map setup complete.")
|
|
|
|
|
|
main()
|