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