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@tool |
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extends StaticBody3D |
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class_name Terrain |
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## Generates the terrain for the environment. |
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## Training mode disables calculating normals |
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## and ambient occlusion texture to speed up generation. |
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## The maybe_generate_terrain() method will not generate terrain |
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## every time it is called if this is set to true. |
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@export var training_mode: bool = true |
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## Noise used for the terrain generation. |
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@export var noise: FastNoiseLite |
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@onready var _meshInstance3D = $MeshInstance3D |
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@onready var _collisionShape3D = $CollisionShape3D |
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## The size of the terrain. |
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@export var size := Vector2(80.0, 80.0) |
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## How many subdivisions the terrain will have. |
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## Setting this too high could cause performance issues. |
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@export var subdivisions := Vector2i(20, 20) |
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@export var noise_seed := 0 |
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## The height of the terrain is scaled by this multiplier. |
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@export var height_multiplier := 10.0 |
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## When enabled, the terrain shape will be random every time it is generated. |
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## If disabled, the terrain shape depends on the noise seed entered. |
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@export var use_random_seed := true |
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## Radius of the landing surface which will be mostly flat to make it easier to land. |
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@export var landing_surface_radius := 10.0 |
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## How far away from the center of the terrain can the randomly selected landing position be. |
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@export_range(0.0, 0.8) var landing_surface_max_dist_from_center_ratio := 0.5 |
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@export var wall_colliders: Array[CollisionShape3D] |
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## Click to regenerate the terrain in editor. |
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@export var regenerate_terrain := false: |
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get: |
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return false |
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set(_value): |
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generate_terrain() |
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@export var LandingSpotMarker: MeshInstance3D |
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var landing_position := Vector3(0.0, 0.0, 0.0) |
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func _ready(): |
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generate_terrain() |
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## Will always generate terrain if not in training mode, |
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## otherwise it will only sometimes generate terrain |
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## to slightly increase training fps. |
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func maybe_generate_terrain(): |
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if not training_mode: |
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generate_terrain() |
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else: |
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if randi_range(0, 3) == 0: |
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generate_terrain() |
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func generate_terrain(): |
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#print("generating terrain") |
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if use_random_seed: |
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noise.seed = randi() |
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else: |
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noise.seed = noise_seed |
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# Create a temporary plane mesh |
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var plane = PlaneMesh.new() |
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plane.size = size |
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plane.subdivide_depth = subdivisions.y |
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plane.subdivide_width = subdivisions.x |
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# Modify the height of vertices based on the noise data |
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var vertices = plane.get_mesh_arrays()[Mesh.ARRAY_VERTEX] |
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var range_multiplier = landing_surface_max_dist_from_center_ratio / 2 |
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var landing_center := Vector2( |
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randf_range(-size.x * range_multiplier, size.x * range_multiplier), |
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randf_range(-size.y * range_multiplier, size.y * range_multiplier) |
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) |
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landing_position = to_global(Vector3(landing_center.x, 0.0, landing_center.y)) |
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var edge_radius = landing_surface_radius * 3 |
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for i in range(0, vertices.size()): |
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var height = height_multiplier |
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var vertex = vertices[i] |
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var dist_from_center = Vector2(vertex.x, vertex.z).distance_to(landing_center) |
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# Flatten a part of the terrain around the landing position |
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if dist_from_center <= landing_surface_radius: |
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height = 0 |
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elif dist_from_center <= edge_radius: |
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height *= (dist_from_center - landing_surface_radius) / (edge_radius - landing_surface_radius) |
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vertices[i].y = noise.get_noise_2d(vertex.x, vertex.z) * height |
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# Create a new mesh and assign the vertices |
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var new_mesh = ArrayMesh.new() |
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var arrays = plane.get_mesh_arrays() |
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arrays[Mesh.ARRAY_VERTEX] = vertices |
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new_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) |
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# Use the new mesh as the terrain mesh |
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_meshInstance3D.mesh = new_mesh |
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# Generate the normals for the terrain mesh |
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if not training_mode: |
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var st = SurfaceTool.new() |
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st.create_from(_meshInstance3D.mesh, 0) |
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st.generate_normals() |
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st.commit(_meshInstance3D.mesh) |
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# Set the collision shape for the terrain |
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_collisionShape3D.shape = _meshInstance3D.mesh.create_trimesh_shape() |
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# Set the ambient occlusion texture for the terrain |
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if not training_mode: |
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var texture: NoiseTexture2D = NoiseTexture2D.new() |
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texture.noise = noise.duplicate() |
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texture.width = size.x |
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texture.height = size.y |
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texture.noise.offset = Vector3(-size.x / 2.0, -size.y / 2.0, 0) |
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texture.normalize = false |
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var material: StandardMaterial3D = _meshInstance3D.get_active_material(0) |
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material.ao_texture = texture |
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material.ao_light_affect = 0.7 |
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# Update the invisible wall collider positions |
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for wall_collider in wall_colliders: |
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wall_collider.shape.size.x = size.x |
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wall_collider.shape.size.y = 800 |
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wall_collider.shape.size.z = size.y |
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wall_colliders[0].position = Vector3( |
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size.x, |
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100, |
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0 |
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) |
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wall_colliders[1].position = Vector3( |
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-size.x, |
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100, |
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0 |
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) |
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wall_colliders[2].position = Vector3( |
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0, |
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100, |
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size.y |
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) |
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wall_colliders[3].position = Vector3( |
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0, |
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100, |
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-size.y |
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) |
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wall_colliders[4].position = Vector3( |
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0, |
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800, |
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0 |
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) |
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LandingSpotMarker.global_position = landing_position + Vector3.DOWN * 0.05 |
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var LandingSpotMarkerMesh = LandingSpotMarker.mesh as SphereMesh |
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LandingSpotMarkerMesh.radius = landing_surface_radius |
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LandingSpotMarkerMesh.height = landing_surface_radius |
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