@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