sync
This commit is contained in:
1 parent
6804ebb106
commit
dda27af15c
11 files changed
+823
-1
No files matched your search
@@ -0,0 +1,226 @@
|
||||
"""Run inside Unreal (Python console / Execute Python Script).
|
||||
|
||||
Reads terrain_config.json (next to this script) and:
|
||||
1. builds a heightfield mesh with GeometryScript (fractal value noise),
|
||||
bakes it to a StaticMesh, and drops it into the level;
|
||||
2. scatters tree/rock StaticMeshActors across it per "scatter_layers",
|
||||
using the same noise field so foliage height always matches the
|
||||
ground beneath it (no raycasting needed).
|
||||
|
||||
Run import_environment_assets.py first so the mesh paths referenced in
|
||||
terrain_config.json actually exist.
|
||||
"""
|
||||
import os, json, math, random, unreal
|
||||
|
||||
CONFIG_PATH = os.path.join(os.path.dirname(os.path.abspath(__file__)), "terrain_config.json")
|
||||
|
||||
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
|
||||
actor_subsystem = unreal.get_editor_subsystem(unreal.EditorActorSubsystem)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Fractal value noise (pure Python, no engine dependency) -------------------
|
||||
# ---------------------------------------------------------------------------
|
||||
class ValueNoise2D:
|
||||
"""Seeded, smooth, tileable-enough value noise for terrain-style height fields."""
|
||||
|
||||
def __init__(self, seed):
|
||||
rng = random.Random(seed)
|
||||
table = list(range(256))
|
||||
rng.shuffle(table)
|
||||
self._perm = table + table # avoid overflow when indexing i+1
|
||||
|
||||
@staticmethod
|
||||
def _fade(t):
|
||||
return t * t * t * (t * (t * 6 - 15) + 10)
|
||||
|
||||
@staticmethod
|
||||
def _lerp(a, b, t):
|
||||
return a + t * (b - a)
|
||||
|
||||
def _gradient(self, ix, iy):
|
||||
h = self._perm[(self._perm[ix & 255] + iy) & 255]
|
||||
angle = (h / 255.0) * 2.0 * math.pi
|
||||
return math.cos(angle), math.sin(angle)
|
||||
|
||||
def sample(self, x, y):
|
||||
x0, y0 = math.floor(x), math.floor(y)
|
||||
x1, y1 = x0 + 1, y0 + 1
|
||||
sx, sy = x - x0, y - y0
|
||||
|
||||
def dot_grid(ix, iy, px, py):
|
||||
gx, gy = self._gradient(ix, iy)
|
||||
return gx * (px - ix) + gy * (py - iy)
|
||||
|
||||
n00 = dot_grid(x0, y0, x, y)
|
||||
n10 = dot_grid(x1, y0, x, y)
|
||||
n01 = dot_grid(x0, y1, x, y)
|
||||
n11 = dot_grid(x1, y1, x, y)
|
||||
|
||||
u, v = self._fade(sx), self._fade(sy)
|
||||
return self._lerp(self._lerp(n00, n10, u), self._lerp(n01, n11, u), v)
|
||||
|
||||
|
||||
class FractalHeightField:
|
||||
def __init__(self, noise_cfg, height_scale):
|
||||
self.height_scale = height_scale
|
||||
self.frequency = noise_cfg["frequency"]
|
||||
self.octaves = noise_cfg["octaves"]
|
||||
self.lacunarity = noise_cfg["lacunarity"]
|
||||
self.gain = noise_cfg["gain"]
|
||||
self.noise = ValueNoise2D(noise_cfg["seed"])
|
||||
|
||||
def height(self, x, y):
|
||||
amplitude, frequency, total, max_amp = 1.0, self.frequency, 0.0, 0.0
|
||||
for _ in range(self.octaves):
|
||||
total += amplitude * self.noise.sample(x * frequency, y * frequency)
|
||||
max_amp += amplitude
|
||||
amplitude *= self.gain
|
||||
frequency *= self.lacunarity
|
||||
return (total / max_amp) * self.height_scale
|
||||
|
||||
def normal(self, x, y, step=25.0):
|
||||
h_l = self.height(x - step, y)
|
||||
h_r = self.height(x + step, y)
|
||||
h_d = self.height(x, y - step)
|
||||
h_u = self.height(x, y + step)
|
||||
# tangents along X and Y, cross product gives the surface normal.
|
||||
tangent_x = unreal.Vector(2 * step, 0.0, h_r - h_l)
|
||||
tangent_y = unreal.Vector(0.0, 2 * step, h_u - h_d)
|
||||
nx = tangent_x.y * tangent_y.z - tangent_x.z * tangent_y.y
|
||||
ny = tangent_x.z * tangent_y.x - tangent_x.x * tangent_y.z
|
||||
nz = tangent_x.x * tangent_y.y - tangent_x.y * tangent_y.x
|
||||
length = math.sqrt(nx * nx + ny * ny + nz * nz) or 1.0
|
||||
return unreal.Vector(nx / length, ny / length, nz / length)
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Terrain mesh ----------------------------------------------------------------
|
||||
# ---------------------------------------------------------------------------
|
||||
def build_terrain_mesh(cfg, field):
|
||||
steps = max(2, cfg["resolution"])
|
||||
mesh = unreal.DynamicMesh()
|
||||
primitive_options = unreal.GeometryScriptPrimitiveOptions()
|
||||
mesh = unreal.GeometryScript_Primitives.append_rectangle_xy(
|
||||
mesh, primitive_options, unreal.Transform(),
|
||||
dimension_x=cfg["size_x"], dimension_y=cfg["size_y"],
|
||||
steps_width=steps, steps_height=steps,
|
||||
)
|
||||
|
||||
mesh, position_list, _has_gaps = unreal.GeometryScript_MeshQueries.get_all_vertex_positions(mesh, False)
|
||||
positions = unreal.GeometryScript_List.convert_vector_list_to_array(position_list)
|
||||
|
||||
min_x = min_y = float("inf")
|
||||
max_x = max_y = float("-inf")
|
||||
displaced = []
|
||||
for p in positions:
|
||||
z = field.height(p.x, p.y)
|
||||
displaced.append(unreal.Vector(p.x, p.y, z))
|
||||
min_x, max_x = min(min_x, p.x), max(max_x, p.x)
|
||||
min_y, max_y = min(min_y, p.y), max(max_y, p.y)
|
||||
|
||||
new_list = unreal.GeometryScript_List.convert_array_to_vector_list(displaced)
|
||||
mesh = unreal.GeometryScript_MeshEdits.set_all_mesh_vertex_positions(mesh, new_list)
|
||||
mesh = unreal.GeometryScript_Normals.set_per_vertex_normals(mesh)
|
||||
|
||||
dest_path = cfg["dest_path"]
|
||||
asset_name = cfg["asset_name"]
|
||||
if unreal.EditorAssetLibrary.does_asset_exist(f"{dest_path}/{asset_name}"):
|
||||
unreal.EditorAssetLibrary.delete_asset(f"{dest_path}/{asset_name}")
|
||||
static_mesh = asset_tools.create_asset(asset_name, dest_path, unreal.StaticMesh, unreal.StaticMeshFactoryNew())
|
||||
|
||||
copy_options = unreal.GeometryScriptCopyMeshToAssetOptions()
|
||||
target_lod = unreal.GeometryScriptMeshWriteLOD()
|
||||
unreal.GeometryScript_AssetUtils.copy_mesh_to_static_mesh(mesh, static_mesh, copy_options, target_lod)
|
||||
unreal.EditorAssetLibrary.save_asset(static_mesh.get_path_name())
|
||||
|
||||
bounds = (min_x, max_x, min_y, max_y)
|
||||
return static_mesh, bounds
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Foliage scatter --------------------------------------------------------------
|
||||
# ---------------------------------------------------------------------------
|
||||
def scatter_layer(layer_cfg, field, bounds, origin, base_folder):
|
||||
min_x, max_x, min_y, max_y = bounds
|
||||
rng = random.Random(layer_cfg.get("seed", 0))
|
||||
meshes = [unreal.load_asset(path) for path in layer_cfg["meshes"]]
|
||||
meshes = [m for m in meshes if m is not None]
|
||||
if not meshes:
|
||||
print(f" [{layer_cfg['name']}] no valid meshes found, skipping")
|
||||
return 0
|
||||
|
||||
max_slope_cos = math.cos(math.radians(layer_cfg.get("max_slope_degrees", 90.0)))
|
||||
min_spacing = layer_cfg.get("min_spacing", 0.0)
|
||||
min_spacing_sqr = min_spacing * min_spacing
|
||||
|
||||
placed_points = []
|
||||
spawned = 0
|
||||
max_attempts = layer_cfg["count"] * 25
|
||||
|
||||
attempts = 0
|
||||
while spawned < layer_cfg["count"] and attempts < max_attempts:
|
||||
attempts += 1
|
||||
x = rng.uniform(min_x, max_x)
|
||||
y = rng.uniform(min_y, max_y)
|
||||
|
||||
if min_spacing_sqr > 0.0 and any((x - px) ** 2 + (y - py) ** 2 < min_spacing_sqr for px, py in placed_points):
|
||||
continue
|
||||
|
||||
z = field.height(x, y)
|
||||
if not (layer_cfg["min_height"] <= z <= layer_cfg["max_height"]):
|
||||
continue
|
||||
|
||||
normal = field.normal(x, y)
|
||||
if normal.z < max_slope_cos:
|
||||
continue
|
||||
|
||||
placed_points.append((x, y))
|
||||
|
||||
mesh = rng.choice(meshes)
|
||||
location = unreal.Vector(origin.x + x, origin.y + y, origin.z + z)
|
||||
yaw = rng.uniform(0.0, 360.0)
|
||||
if layer_cfg.get("align_to_normal", False):
|
||||
# Approximate tilt from the surface normal; good enough for gentle slopes.
|
||||
pitch = -math.degrees(math.atan2(normal.x, normal.z))
|
||||
roll = math.degrees(math.atan2(normal.y, normal.z))
|
||||
rotation = unreal.Rotator(roll=roll, pitch=pitch, yaw=yaw)
|
||||
else:
|
||||
rotation = unreal.Rotator(roll=0.0, pitch=0.0, yaw=yaw)
|
||||
|
||||
actor = actor_subsystem.spawn_actor_from_object(mesh, location, rotation)
|
||||
scale = rng.uniform(layer_cfg["min_scale"], layer_cfg["max_scale"])
|
||||
actor.set_actor_scale3d(unreal.Vector(scale, scale, scale))
|
||||
actor.set_folder_path(f"{base_folder}/{layer_cfg['name']}")
|
||||
actor.set_actor_label(f"{layer_cfg['name']}_{spawned:04d}")
|
||||
spawned += 1
|
||||
|
||||
print(f" [{layer_cfg['name']}] placed {spawned}/{layer_cfg['count']} ({attempts} attempts)")
|
||||
return spawned
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
def main():
|
||||
with open(CONFIG_PATH, "r") as f:
|
||||
config = json.load(f)
|
||||
|
||||
terrain_cfg = config["terrain"]
|
||||
field = FractalHeightField(terrain_cfg["noise"], terrain_cfg["height_scale"])
|
||||
|
||||
print("Building terrain mesh...")
|
||||
static_mesh, bounds = build_terrain_mesh(terrain_cfg, field)
|
||||
|
||||
loc = terrain_cfg["location"]
|
||||
origin = unreal.Vector(loc[0], loc[1], loc[2])
|
||||
terrain_actor = actor_subsystem.spawn_actor_from_object(static_mesh, origin, unreal.Rotator(0, 0, 0))
|
||||
terrain_actor.set_folder_path("ProceduralTerrain")
|
||||
terrain_actor.set_actor_label("ProceduralTerrain")
|
||||
|
||||
print("Scattering foliage layers...")
|
||||
for layer_cfg in config.get("scatter_layers", []):
|
||||
scatter_layer(layer_cfg, field, bounds, origin, "ProceduralTerrain")
|
||||
|
||||
print("Done.")
|
||||
|
||||
|
||||
main()
|
||||
@@ -0,0 +1,66 @@
|
||||
"""Run inside Unreal (Python console / Execute Python Script).
|
||||
|
||||
Imports the tree (FBX) and rock (OBJ) meshes from DemoAssets as StaticMesh
|
||||
assets, so generate_procedural_terrain.py has something to scatter.
|
||||
"""
|
||||
import os, unreal
|
||||
|
||||
DEMO_ROOT = r"C:\Users\koleg\Documents\Unreal Projects\ExampleProject\DemoAssets"
|
||||
DEST_ROOT = "/Game/ImportedAssets"
|
||||
|
||||
# folder under DEMO_ROOT -> (destination subfolder, file extension)
|
||||
SOURCES = {
|
||||
"trees": ("Trees", ".fbx"),
|
||||
"rocks": ("Rocks", ".obj"),
|
||||
}
|
||||
|
||||
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
|
||||
|
||||
|
||||
def import_task(filename, name, dest_path, options=None):
|
||||
task = unreal.AssetImportTask()
|
||||
task.filename = filename
|
||||
task.destination_path = dest_path
|
||||
task.destination_name = name
|
||||
task.automated = True
|
||||
task.save = True
|
||||
task.replace_existing = True
|
||||
if options:
|
||||
task.options = options
|
||||
asset_tools.import_asset_tasks([task])
|
||||
return unreal.load_asset(f"{dest_path}/{name}")
|
||||
|
||||
|
||||
def import_static_mesh(filename, name, dest_path):
|
||||
ext = os.path.splitext(filename)[1].lower()
|
||||
options = None
|
||||
if ext == ".fbx":
|
||||
options = unreal.FbxImportUI()
|
||||
options.mesh_type_to_import = unreal.FBXImportType.FBXIT_STATIC_MESH
|
||||
options.import_mesh = True
|
||||
options.import_as_skeletal = False
|
||||
options.import_materials = True
|
||||
options.import_textures = True
|
||||
options.static_mesh_import_data.combine_meshes = True
|
||||
# OBJ has no import-options struct exposed to Python; Interchange picks sane defaults.
|
||||
return import_task(filename, name, dest_path, options)
|
||||
|
||||
|
||||
imported = []
|
||||
for src_folder, (dest_subfolder, ext) in SOURCES.items():
|
||||
src_dir = os.path.join(DEMO_ROOT, src_folder)
|
||||
if not os.path.isdir(src_dir):
|
||||
continue
|
||||
dest_path = f"{DEST_ROOT}/{dest_subfolder}"
|
||||
|
||||
for f in sorted(os.listdir(src_dir)):
|
||||
stem, file_ext = os.path.splitext(f)
|
||||
if file_ext.lower() != ext:
|
||||
continue
|
||||
name = f"SM_{stem}"
|
||||
mesh = import_static_mesh(os.path.join(src_dir, f), name, dest_path)
|
||||
imported.append(f"{dest_path}/{name}")
|
||||
|
||||
print(f"Imported {len(imported)} static mesh(es):")
|
||||
for path in imported:
|
||||
print(f" {path}")
|
||||
@@ -0,0 +1,55 @@
|
||||
{
|
||||
"terrain": {
|
||||
"location": [0.0, 0.0, 0.0],
|
||||
"size_x": 8000.0,
|
||||
"size_y": 8000.0,
|
||||
"resolution": 96,
|
||||
"height_scale": 600.0,
|
||||
"dest_path": "/Game/ImportedAssets/Terrain",
|
||||
"asset_name": "SM_ProceduralTerrain",
|
||||
"noise": {
|
||||
"seed": 1337,
|
||||
"octaves": 5,
|
||||
"frequency": 0.00035,
|
||||
"lacunarity": 2.0,
|
||||
"gain": 0.5
|
||||
}
|
||||
},
|
||||
"scatter_layers": [
|
||||
{
|
||||
"name": "Trees",
|
||||
"meshes": [
|
||||
"/Game/ImportedAssets/Trees/SM_tree01",
|
||||
"/Game/ImportedAssets/Trees/SM_tree02",
|
||||
"/Game/ImportedAssets/Trees/SM_tree03",
|
||||
"/Game/ImportedAssets/Trees/SM_tree04"
|
||||
],
|
||||
"count": 250,
|
||||
"min_height": -50.0,
|
||||
"max_height": 350.0,
|
||||
"max_slope_degrees": 25.0,
|
||||
"min_scale": 0.85,
|
||||
"max_scale": 1.3,
|
||||
"align_to_normal": true,
|
||||
"min_spacing": 250.0,
|
||||
"seed": 7
|
||||
},
|
||||
{
|
||||
"name": "Rocks",
|
||||
"meshes": [
|
||||
"/Game/ImportedAssets/Rocks/SM_rock1",
|
||||
"/Game/ImportedAssets/Rocks/SM_rock2",
|
||||
"/Game/ImportedAssets/Rocks/SM_rock3"
|
||||
],
|
||||
"count": 150,
|
||||
"min_height": -100.0,
|
||||
"max_height": 600.0,
|
||||
"max_slope_degrees": 45.0,
|
||||
"min_scale": 0.5,
|
||||
"max_scale": 2.0,
|
||||
"align_to_normal": true,
|
||||
"min_spacing": 150.0,
|
||||
"seed": 42
|
||||
}
|
||||
]
|
||||
}
|
||||
Reference in new issue
Block a user