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+# Apple Tree Functional Requirements
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+
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+## Goal
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+The goal for the Apple Tree environment is to simulate realistic physical behavior of simulated apples on apple trees when they are picked by a robotic device (i.e. arm).
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+
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+
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+## Phase One
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+
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+### Apple Tree Setup/Configuration
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+* For phase one, each apple in the apple tree prefab will be its one individual prefab
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+* The apples will be randomly placed as design time for the level
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+* The apple trees will be manually layed out on the apple orchard
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+
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+### Handling picking apples
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+
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+* Apple Prefabs are pre-attached to the Apple Tree Prefab. (No dynamic random spawning)
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+* Apple Tree Prefabs will be instantiated in a set/fixed row of apple trees
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+* The Apple Prefab entity will add a PhysX rigid body, with gravity initially disabled
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+* During runtime of the level, the robotic arm will define a volume box to query for entities that fit inside the box
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+ * The volume box to query must be slightly larger than the apples
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+* The robot script will act upon any apple that triggers the volume box query
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+* The robot script will enable gravity for the selected apple
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+* The apple will then be able to fall into the robot arm or collection tube and into the basket
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+
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+### Simulating wind in the environment
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+
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+* Leaves on the tree can be implemented to simulate a windy effect for increased realism
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+* O3DE provides a tutorial called [Vertex Defomration for Vegetation Bending](https://www.o3de.org/docs/learning-guide/tutorials/rendering/vegetation-bending-tutorial/)
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+
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+## Phase Two
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+
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+TBD
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+
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