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This gem contains a set of models and prefabs that can be used to create a warehouse project suitable for robotic simulations.
Note: in O3DE there are 2 ways you can alter instantiated prefab: by changing prefab instance or prefab definition (source). If you modify prefab source, all instances will be altered. Thus unless you really know what you are doing, you should edit instances only. Please refer to this document to learn about working with prefabs.
All the contents of this gem reside in the folder Assets
. It comprises 2 sub-folders:
assets
containing models, textures, and material definitions,Prefabs
containing prefabs that can be used to build the scene.The Prefabs
folder has the following structure:
All the prefabs have appropriate physics parameters including collision shapes.
A set of basic items to be used in the warehouse is located in the Components
folder. The prefabs (in the image, left to right):
WarehouseRack.prefab
WarehouseBox1.prefab
WarehouseBox2.prefab
WarehouseBox3.prefab
WarehouseBox4.prefab
Storage racks are created from basic components, combined in 5 different permutations. The prefabs (in the image, left to right):
Storage_rack1.prefab
Storage_rack2.prefab
Storage_rack3.prefab
Storage_rack4.prefab
Storage_rack5.prefab
The rack packs were created by stacking 4 storage rack prefabs in different combinations. These prefabs may simplify creating larger warehouses. The prefabs (in the image, left to right):
Storage_2x2_Pack1.prefab
Storage_2x2_Pack2.prefab
Storage_2x2_Pack3.prefab
Storage_on_wheels.prefab
is a storage cage on wheels. As opposed to other prefabs it can be moved around the scene. The collision shape was designed in a way, that allows the Proteus robot to ride below it.
There are 2 elements, located in the Rack_protectors
folder, that can be placed next to the racks. These are (in the image, left to right):
Rack_front_protection.prefab
Rack_side_protection.prefab
The Misc
folder contains prefabs with floor lines.
The Warehouse_structural
folder contains prefabs comprising the warehouse building. These are:
Warehouse_Floor.prefab
Warehouse_Walls.prefab
Warehouse_Roof.prefab
The folder contains also a Components
subfolder, containing assets used in these 3 prefabs.
The WarehouseScene.prefab
contains a sample, ready-to-use warehouse scene, built from prefabs listed in this document. It is built as a tree of assets and prefabs defining each element of the warehouse. The top-level objects are shown in the following image:
Global_illumination
contains lights imitating global illumination and Reflection Probe
objects.Storage_markings
contains number boards on storage racks.Floor_markings
contains decal objects with floor lines.Movables
contains Storage_on_wheels
prefabs.Floor_tire_traces
contains decal objects with tire traces.Storage_racks
contains storage racks arranged in 2 groups:
Unpacked
with Storage_rack
prefabs.Packs
with Storage_2x2_Pack
prefabs.Rack_protectors
contains rack protection prefabs.These objects are followed by instances of warehouse structural assets:
Warehouse_Floor.prefab
Warehouse_Walls.prefab
Warehouse_Roof.prefab
The structure of prefabs in the warehouse scene is highly nested. For example, the location of one of the boxes in the structure looks like this:
The WarehouseScene_small.prefab
contains a smaller version of the Warehouse scene. It is built with the same types of assets as the larger one, only set up in a smaller area. The only different models are side walls and roof. It has also similar arrangement of objects shown in the following image:
Tip 1
To achieve alignment, all 3 "structural" prefabs (floor, walls and roof) should be instantiated in the same coordinates.
Tip 2
Each of the frontal walls in the Warehouse_Walls.prefab
contains optional gate openings and gates. It consists of 3 entities:
Front_no_gates
- solid wall without opening,Front_gate
- wall with gate opening,Gate
- gate matching the opening.Each of them can be activated or deactivated by enabling or disabling PhysX Collider
and Mesh
components. It is possible to obtain one of the following variants:
Front_no_gates
, disable the other 2.Front_gate
, disable the other 2.Front_gate
and Gate
, disable Front_no_gates
.Tip 3
Warehouses with open gates may be connected by placing them one after another.
Tip 4
For best visual results when using the WarehouseScene.prefab
it is advised to apply the following effects to the camera entity:
A sample set of parameters can be seen in this image:
Tip 5
The WarehouseScene.prefab
is equipped with 2 Reflection Probes, which can be found in Warehouse/Global_illumination/Reflection_Probe
. To work correctly, Reflection Probes require baked materials and, as such, are disabled by default. For a better visual experience, it is advised to enable them. To do so follow these steps:
WarehouseScene.prefab
.Warehouse/Global_illumination
and locate 2 Reflection_Probe
entities.Reflection Probe
component, and click Bake Reflection Probe
.