2 Star 1 Fork 1

iceeye / Unreal-Polygonal-Map-Gen

加入 Gitee
与超过 1200万 开发者一起发现、参与优秀开源项目,私有仓库也完全免费 :)
免费加入
克隆/下载
贡献代码
同步代码
取消
提示: 由于 Git 不支持空文件夾,创建文件夹后会生成空的 .keep 文件
Loading...
README
Apache-2.0

Polygonal Map Generator

PRs Welcome Maintenance

For legal reasons I'm not allowed to work on this currently. However, I'm still able to review and OK pull requests if need be in the future. This should also work for Unreal 4.21 and (probably) 4.22.

Created for Unreal Engine 4.21

highresscreenshot00005

This is a port of the JavaScript code of Red Blob Games' Polygonal Map Generation for Games.

This port is written in C++ and designed to work in Unreal Engine 4 using the Unreal Engine 4 "Plugin" system. This port works fully with games written in C++ as well as games that use Unreal Engine 4's "Blueprint" system.

It supports Unreal Engine version 4.21.x; you can probably use it for earlier/later versions of the Unreal Engine, but you may have to make slight modifications.

highresscreenshot00000

highresscreenshot00001

highresscreenshot00003

This version is designed to be a fairly barebones port; if you need extra features, I've created a downstream fork which supports things like procedural river names.

Installation

Access through Blueprint only:

If you only want to access everything through Blueprint, you can just clone this project into your <Project Root>/Plugins folder, where <Project Root> is where the .uplugin file is kept. You may have to create the Plugins folder if you haven't made it already. From there, you should be able to drag the pre-made Blueprints into your scene, create new custom Blueprints, or do whatever else you need.

Access through C++ and Blueprints:

  1. Make a Plugins folder at your project root (where the .uproject file is), if you haven't already. Then, clone this project into a subfolder in your Plugins directory. After that, open up your project's .uproject file in Notepad (or a similar text editor), and change the "AdditionalDependencies" and "Plugins" sections to look like this:
	"Modules": [
		{
			"Name": "YourProjectName",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": [
				<OTHER DEPENDENCIES GO HERE>
				"PolygonalMapGenerator"
			]
		}
	],
	"Plugins": [
		<OTHER PLUGINS GO HERE>
		{
			"Name": "PolygonalMapGenerator",
			"Enabled": true
		}
	]

If you don't have a "Modules" section, then that usually means that your project isn't set up for C++ yet. First, set your project up to handle C++ code, then you should see the "Modules" section. It's okay if you don't see a "Plugins" section, however -- just add one in there.

In the past, I have gotten linker errors by not listing this in the .uproject file when trying to package a project. People have said you don't need to do it nowadays, so you might be able to skip this step -- even so, I'm listing it here in case any problems arise.

  1. Go into your source code folder, and you'll see a `.build.cs file. Open it up. Under either "PrivateDependencyModuleNames" or "PublicDependencyModuleNames" add a new entry called "PolygonalMapGenerator".

This lets Unreal's Blueprint reflection system "see" your plugin and know to compile it before it compiles the rest of your code, so that you don't get weird linker errors when using things from the plugin.

  1. Open up your project in Unreal. If you get a prompt asking for an Unreal Engine version, you probably missed a comma somewhere in your .uproject file -- make sure all the commas and syntax are correct and try again. If Unreal does start to load, you might be told that your project is out of date, and the editor will ask if you want to rebuild your project. Go ahead and say yes so the plugin can be installed properly (keeping in mind that it might take a while to rebuild).

  2. Open up the Plugins menu, scroll down to the bottom, and ensure that the "PolygonalMapGenerator" plugin is enabled.


Once you have the project set up, you should be able to see it in the sidebar of the Content Browser; simply scroll down to "Polygonal Map Generator." You'll see 2 folders -- "Content" and "C++ Classes." If you don't see it in the Unreal Engine editor, make sure to turn on "Show Plugin Content" in the view options in the bottom-right corner.

  • The "C++ Classes" folder contains, well, the C++ classes. You can right-click on them to create a new Blueprint or C++ class from the classes listed in that folder, or you can just do it the old-fashioned way, like you would inherit from Unreal's Actor class.

  • The "Content" folder contains a bunch of content that can help you when making your own version of the plugin. If you wanted to, you could delete these files, but they give examples on how to set up a map generator and what the different classes in the plugin actually do.

Use

There's a couple "main" classes which make everything tick:

  • The IslandMap class, which (as its name implies) generates islands. It uses a number of Unreal Engine data assets to drive the parameters for island creation; you can drag-and-drop in custom data assets with different parameters if you wanted to create something different.

  • The IslandMapMesh class, which (again, like the name implies), generates islands and then creates a procedural mesh. This mesh is more of a proof-of-concept and quick example than anything robust and ready for gameplay; the class is basically there to show off how to use the data structures "in action," as it were.

  • Various data assets, which actually generate the island. Things like IslandMoisture handles moisture distribution, IslandElevation handles elevation distribution, etc. For the most part, these match the files listed in the source repo.

The main exception to IslandWater, which gives various examples on how to create islands of different shapes and sizes -- IslandSquareWater makes a square island (probably not very useful), IslandRadialWater makes a (mostly) circular island using overlapping Sine waves, and IslandNoiseWater uses simplex noise to create the shape of islands. Of these, I think IslandNoiseWater looks the best -- you can see pictures of the islands it generates at the top of this README file.

There is also an additional file that's not in the source repo, under the "Mesh" folder -- IslandMeshBuilder. There's a couple subclasses IslandSquareMeshBuilder and IslandPoissonMeshBuilder. These lay out the actual vertices used in island creation; in the source repo, the mesh gets passed down with the points already added. These classes govern different ways to lay out the points -- IslandSquareMeshBuilder will do it in a uniform grid, whereas IslandPoissonMeshBuilder uses a poisson distribution to pseudo-randomly lay out all the points.

Advanced

You can mess around with the data assets, creating new subclasses and overriding base methods. Unlike "normal" data assets, these assets should work with Blueprint, if needed.

If you wanted to implement custom water generation, a good way to do so would be to create a new C++ class that inherits from the IslandWaters class and then override whichever method you want to change. Inside Unreal, right-click inside a content folder, then navigate to Miscellaneous -> Data Asset and create a new instance of your custom IslandWaters data asset. Go back to the IslandMap and update the water data asset to point to the one you just made, and it should "just work."

There's also a number of places to "hook" into the island generation code if you wanted to modify the existing logic of a certain step or add your own implementations.

As I mentioned, I tried to keep this port pretty close to the original. I've added a couple things for convenience, such as actual mesh generation as well as a data structure to keep track of rivers (URiver). However, while the rivers are placed, they do not get rendered and the underlying mesh is still the same -- you'll have to either roll your own option or look at that downstream fork I mentioned earlier.

Speaking of mesh generation; it's not perfect -- it does its best to match each triangle to an individual biome for the purposes of assigning materials, but it comes out a bit jagged.

Credits

  • The original code was released under the Apache 2.0 license; this C++ port of the code is also released under the Apache 2.0 license. Again, this was based on the mapgen2 repository.

  • Also included in this code is a port of the DualMesh library; DualMesh is also licensed under Apache 2.0.

  • Poisson Disc Sampling is created using code from the Random Distribution Plugin and used under the Apache 2.0 license.

  • Delaunay Triangulation is created using the MIT-licensed Delaunator and made accessible through a number of Unreal helper functions. Something that's fairly annoying: Delaunay Triangulation is built into the engine, but is only accessible from the Unreal Editor. The data structures aren't exposed to other modules or Blueprint, so you can't use it without linker errors when shipping your game. The Unreal Engine code has a different license, so a third-party library has to be used.

Miscellaneous

Why mapgen2? Why not mapgen4?

Short answer:

Because mapgen4 wasn't open-source yet when I started refactoring all the code from mapgen1 to mapgen2 (as far as I can tell, there is no mapgen3).

Longer answer:

I'm not the biggest fan of mapgen4. In the future, I may borrow some concepts regarding river representation, and I do enjoy how the rivers get laid out. I'm also unhappy with the current way of determining elevation (it's just distance from the nearest coastline), and I like the idea of having moisture determined by rainfall.

However, I don't like how mapgen4 looks. It's a different approach to things -- it goes for a "handcrafted map" look, but that means there's a very distinct change division between hills and mountains, that's not very realistic. It's also designed in a way to let the user paint it; again, this is a cool idea, and one I might try to implement someday, but it's not the goal I was going for with this project. Ultimately, while there are some cool aspects to it (linked above), I prefer the way that mapgen2 feels (for the most part).

Apache License Version 2.0, January 2004 http://www.apache.org/licenses/ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 1. Definitions. "License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document. "Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License. "Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, "control" means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity. "You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License. "Source" form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files. "Object" form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types. "Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below). "Derivative Works" shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof. "Contribution" shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, "submitted" means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not a Contribution." "Contributor" shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work. 2. Grant of Copyright License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form. 3. Grant of Patent License. Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed. 4. Redistribution. You may reproduce and distribute copies of the Work or Derivative Works thereof in any medium, with or without modifications, and in Source or Object form, provided that You meet the following conditions: (a) You must give any other recipients of the Work or Derivative Works a copy of this License; and (b) You must cause any modified files to carry prominent notices stating that You changed the files; and (c) You must retain, in the Source form of any Derivative Works that You distribute, all copyright, patent, trademark, and attribution notices from the Source form of the Work, excluding those notices that do not pertain to any part of the Derivative Works; and (d) If the Work includes a "NOTICE" text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License. You may add Your own copyright statement to Your modifications and may provide additional or different license terms and conditions for use, reproduction, or distribution of Your modifications, or for any such Derivative Works as a whole, provided Your use, reproduction, and distribution of the Work otherwise complies with the conditions stated in this License. 5. Submission of Contributions. Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions. 6. Trademarks. This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file. 7. Disclaimer of Warranty. Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License. 8. Limitation of Liability. In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages. 9. Accepting Warranty or Additional Liability. While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability. END OF TERMS AND CONDITIONS APPENDIX: How to apply the Apache License to your work. To apply the Apache License to your work, attach the following boilerplate notice, with the fields enclosed by brackets "{}" replaced with your own identifying information. (Don't include the brackets!) The text should be enclosed in the appropriate comment syntax for the file format. We also recommend that a file or class name and description of purpose be included on the same "printed page" as the copyright notice for easier identification within third-party archives. Copyright {yyyy} {name of copyright owner} Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

简介

该端口是用C ++编写的,旨在使用Unreal Engine 4“插件”系统在Unreal Engine 4中工作。该端口与使用C ++编写的游戏以及使用虚幻引擎4的“蓝图”系统的游戏完全兼容。 展开 收起
Apache-2.0
取消

发行版

暂无发行版

贡献者

全部

近期动态

加载更多
不能加载更多了
1
https://gitee.com/iceeye001/Unreal-Polygonal-Map-Gen.git
git@gitee.com:iceeye001/Unreal-Polygonal-Map-Gen.git
iceeye001
Unreal-Polygonal-Map-Gen
Unreal-Polygonal-Map-Gen
master

搜索帮助