Add production bathymetric sonar slice
This commit is contained in:
1 parent
a18e82eb44
commit
7613daee84
28 files changed
+1825
-87
No files matched your search
@@ -1,8 +1,20 @@
|
||||
class_name VehicleTestEnvironment
|
||||
extends Node3D
|
||||
|
||||
const TERRAIN_COLUMNS := 61
|
||||
const TERRAIN_ROWS := 69
|
||||
const TERRAIN_WIDTH_M := 180.0
|
||||
const TERRAIN_LENGTH_M := 200.0
|
||||
const TERRAIN_NEAR_Z := 28.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_add_bathymetric_terrain()
|
||||
_place_calibration_target()
|
||||
_add_suspended_particles()
|
||||
|
||||
|
||||
func _add_suspended_particles() -> void:
|
||||
var particles := GPUParticles3D.new()
|
||||
particles.name = "SuspendedParticles"
|
||||
particles.position = Vector3(0.0, -34.0, -42.0)
|
||||
@@ -31,3 +43,111 @@ func _ready() -> void:
|
||||
particle_mesh.height = 0.07
|
||||
particles.draw_pass_1 = particle_mesh
|
||||
add_child(particles)
|
||||
|
||||
|
||||
func _add_bathymetric_terrain() -> void:
|
||||
var surface := SurfaceTool.new()
|
||||
surface.begin(Mesh.PRIMITIVE_TRIANGLES)
|
||||
for row in range(TERRAIN_ROWS - 1):
|
||||
for column in range(TERRAIN_COLUMNS - 1):
|
||||
var top_left := _terrain_vertex(row, column)
|
||||
var top_right := _terrain_vertex(row, column + 1)
|
||||
var bottom_left := _terrain_vertex(row + 1, column)
|
||||
var bottom_right := _terrain_vertex(row + 1, column + 1)
|
||||
_add_terrain_triangle(surface, top_left, top_right, bottom_left)
|
||||
_add_terrain_triangle(surface, top_right, bottom_right, bottom_left)
|
||||
surface.generate_normals()
|
||||
var mesh := surface.commit()
|
||||
|
||||
var body := StaticBody3D.new()
|
||||
body.name = "BathymetricTerrain"
|
||||
body.set_meta("sonar_material", 1)
|
||||
body.set_meta("sonar_reflectivity", 0.72)
|
||||
var mesh_instance := MeshInstance3D.new()
|
||||
mesh_instance.name = "Mesh"
|
||||
mesh_instance.mesh = mesh
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_color = Color(0.075, 0.19, 0.19)
|
||||
material.roughness = 0.92
|
||||
mesh_instance.material_override = material
|
||||
body.add_child(mesh_instance)
|
||||
var collision := CollisionShape3D.new()
|
||||
collision.name = "Collision"
|
||||
var height_map := HeightMapShape3D.new()
|
||||
height_map.map_width = TERRAIN_COLUMNS
|
||||
height_map.map_depth = TERRAIN_ROWS
|
||||
var height_data := PackedFloat32Array()
|
||||
height_data.resize(TERRAIN_COLUMNS * TERRAIN_ROWS)
|
||||
for row in TERRAIN_ROWS:
|
||||
for column in TERRAIN_COLUMNS:
|
||||
var vertex := _terrain_vertex(row, column)
|
||||
height_data[row * TERRAIN_COLUMNS + column] = vertex.y
|
||||
height_map.map_data = height_data
|
||||
collision.shape = height_map
|
||||
collision.position = Vector3(
|
||||
0.0,
|
||||
0.0,
|
||||
TERRAIN_NEAR_Z - TERRAIN_LENGTH_M * 0.5
|
||||
)
|
||||
collision.scale = Vector3(
|
||||
TERRAIN_WIDTH_M / float(TERRAIN_COLUMNS - 1),
|
||||
1.0,
|
||||
TERRAIN_LENGTH_M / float(TERRAIN_ROWS - 1)
|
||||
)
|
||||
body.add_child(collision)
|
||||
add_child(body)
|
||||
|
||||
|
||||
func _terrain_vertex(row: int, column: int) -> Vector3:
|
||||
var x := lerpf(
|
||||
-TERRAIN_WIDTH_M * 0.5,
|
||||
TERRAIN_WIDTH_M * 0.5,
|
||||
float(column) / float(TERRAIN_COLUMNS - 1)
|
||||
)
|
||||
var z := TERRAIN_NEAR_Z - (
|
||||
TERRAIN_LENGTH_M * float(row) / float(TERRAIN_ROWS - 1)
|
||||
)
|
||||
return Vector3(x, _terrain_height(x, z), z)
|
||||
|
||||
|
||||
func _terrain_height(x: float, z: float) -> float:
|
||||
var distance_ratio := clampf(
|
||||
(TERRAIN_NEAR_Z - z) / TERRAIN_LENGTH_M,
|
||||
0.0,
|
||||
1.0
|
||||
)
|
||||
var base := lerpf(-40.0, -78.0, distance_ratio)
|
||||
var left_ridge := 13.0 * exp(
|
||||
-(pow(x + 24.0, 2.0) / 210.0 + pow(z + 48.0, 2.0) / 980.0)
|
||||
)
|
||||
var right_ridge := 15.0 * exp(
|
||||
-(pow(x - 25.0, 2.0) / 250.0 + pow(z + 58.0, 2.0) / 1150.0)
|
||||
)
|
||||
var channel := -8.5 * exp(
|
||||
-(pow(x, 2.0) / 120.0 + pow(z + 66.0, 2.0) / 2500.0)
|
||||
)
|
||||
var rear_rise := 8.0 * exp(
|
||||
-(pow(x + 5.0, 2.0) / 900.0 + pow(z + 125.0, 2.0) / 620.0)
|
||||
)
|
||||
var undulation := 1.8 * sin(x * 0.075) * cos(z * 0.048)
|
||||
return base + left_ridge + right_ridge + channel + rear_rise + undulation
|
||||
|
||||
|
||||
func _add_terrain_triangle(
|
||||
surface: SurfaceTool,
|
||||
a: Vector3,
|
||||
b: Vector3,
|
||||
c: Vector3
|
||||
) -> void:
|
||||
surface.set_uv(Vector2(a.x, a.z) * 0.02)
|
||||
surface.add_vertex(a)
|
||||
surface.set_uv(Vector2(b.x, b.z) * 0.02)
|
||||
surface.add_vertex(b)
|
||||
surface.set_uv(Vector2(c.x, c.z) * 0.02)
|
||||
surface.add_vertex(c)
|
||||
|
||||
|
||||
func _place_calibration_target() -> void:
|
||||
var target := get_node_or_null("SonarCalibrationTarget") as Node3D
|
||||
if target != null:
|
||||
target.position.y = _terrain_height(target.position.x, target.position.z) + 2.5
|
||||
Reference in new issue
Block a user