feat(editor): add --gen-mesh-bridge plank bridge primitive

Procedural plank bridge: deck of N axis-aligned planks running
along the length with small gaps between, optional side rails
(top rail + 3 posts each side). Length runs along +X, width
along Z. Pass railHeight=0 to skip rails for a simpler footbridge.

Defaults: length=6, width=2, planks=6, railHeight=1. Useful for
river crossings, dungeon catwalks, scenic overlooks. Brings the
procedural mesh primitive set to 18.
This commit is contained in:
Kelsi 2026-05-08 03:29:03 -07:00
parent 96c1aee38f
commit 265ae1c95c

View file

@ -576,6 +576,8 @@ static void printUsage(const char* argv0) {
std::printf(" Procedural boulder via subdivided octahedron + smooth noise displacement\n");
std::printf(" --gen-mesh-pillar <wom-base> [radius] [height] [flutes] [capScale]\n");
std::printf(" Fluted classical column with concave flutes + flared cap/base (default 12 flutes)\n");
std::printf(" --gen-mesh-bridge <wom-base> [length] [width] [planks] [railHeight]\n");
std::printf(" Plank bridge with two side rails (default 6 planks across, rails on)\n");
std::printf(" Procedural tree: cylindrical trunk + spherical foliage (default 0.1/2.0/0.7)\n");
std::printf(" --displace-mesh <wom-base> <heightmap.png> [scale]\n");
std::printf(" Offset each vertex along its normal by heightmap brightness × scale (default 1.0)\n");
@ -1083,7 +1085,7 @@ int main(int argc, char* argv[]) {
"--gen-mesh-stairs", "--gen-mesh-grid", "--gen-mesh-disc",
"--gen-mesh-tube", "--gen-mesh-capsule", "--gen-mesh-arch",
"--gen-mesh-pyramid", "--gen-mesh-fence", "--gen-mesh-tree",
"--gen-mesh-rock", "--gen-mesh-pillar",
"--gen-mesh-rock", "--gen-mesh-pillar", "--gen-mesh-bridge",
"--gen-texture-gradient",
"--gen-mesh-from-heightmap", "--export-mesh-heightmap",
"--displace-mesh",
@ -21252,6 +21254,140 @@ int main(int argc, char* argv[]) {
std::printf(" vertices : %zu\n", wom.vertices.size());
std::printf(" triangles : %zu\n", wom.indices.size() / 3);
return 0;
} else if (std::strcmp(argv[i], "--gen-mesh-bridge") == 0 && i + 1 < argc) {
// Procedural plank bridge. Deck is N axis-aligned planks
// running across the bridge's width with small gaps
// between, plus two side rails (top + bottom rails on
// posts). Bridge length runs along +X, width is on Z.
// The 18th procedural mesh primitive — useful for
// river crossings, dungeon catwalks, scenic overlooks.
std::string womBase = argv[++i];
float length = 6.0f; // along X
float width = 2.0f; // along Z
int planks = 6; // plank count across the length
float railHeight = 1.0f; // rail height above deck (0 = no rails)
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { length = std::stof(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { width = std::stof(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { planks = std::stoi(argv[++i]); } catch (...) {}
}
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { railHeight = std::stof(argv[++i]); } catch (...) {}
}
if (length <= 0 || width <= 0 ||
planks < 1 || planks > 64 ||
railHeight < 0 || railHeight > 4.0f) {
std::fprintf(stderr,
"gen-mesh-bridge: length>0, width>0, planks 1..64, rail 0..4\n");
return 1;
}
if (womBase.size() >= 4 &&
womBase.substr(womBase.size() - 4) == ".wom") {
womBase = womBase.substr(0, womBase.size() - 4);
}
wowee::pipeline::WoweeModel wom;
wom.name = std::filesystem::path(womBase).stem().string();
wom.version = 3;
// Box helper — builds 24-vert / 12-tri box centered on
// (cx, cy, cz) with half-extents (hx, hy, hz). Each face
// gets unique vertices so flat-shading works. Indices are
// pushed into wom.indices directly.
auto addBox = [&](float cx, float cy, float cz,
float hx, float hy, float hz) {
glm::vec3 c(cx, cy, cz);
struct Face {
glm::vec3 n;
glm::vec3 du, dv; // unit-length axes spanning the face
};
Face faces[6] = {
{{0, 1, 0}, {1, 0, 0}, {0, 0, 1}}, // top (+Y)
{{0,-1, 0}, {1, 0, 0}, {0, 0,-1}}, // bottom (-Y)
{{1, 0, 0}, {0, 0, 1}, {0, 1, 0}}, // right (+X)
{{-1,0, 0}, {0, 0,-1}, {0, 1, 0}}, // left (-X)
{{0, 0, 1}, {-1,0, 0}, {0, 1, 0}}, // front (+Z)
{{0, 0,-1}, {1, 0, 0}, {0, 1, 0}}, // back (-Z)
};
glm::vec3 ext(hx, hy, hz);
for (const Face& f : faces) {
glm::vec3 center = c + glm::vec3(f.n.x*hx, f.n.y*hy, f.n.z*hz);
glm::vec3 du = glm::vec3(f.du.x*ext.x, f.du.y*ext.y, f.du.z*ext.z);
glm::vec3 dv = glm::vec3(f.dv.x*ext.x, f.dv.y*ext.y, f.dv.z*ext.z);
uint32_t base = static_cast<uint32_t>(wom.vertices.size());
auto push = [&](glm::vec3 p, float u, float v) {
wowee::pipeline::WoweeModel::Vertex vtx;
vtx.position = p;
vtx.normal = f.n;
vtx.texCoord = {u, v};
wom.vertices.push_back(vtx);
};
push(center - du - dv, 0, 0);
push(center + du - dv, 1, 0);
push(center + du + dv, 1, 1);
push(center - du + dv, 0, 1);
wom.indices.insert(wom.indices.end(),
{ base, base + 1, base + 2, base, base + 2, base + 3 });
}
};
// Deck: planks along X, gap = 5% of plank pitch.
float plankThickness = 0.08f;
float plankPitch = length / planks;
float plankWidth = plankPitch * 0.95f;
for (int p = 0; p < planks; ++p) {
float cx = -length * 0.5f + plankPitch * (p + 0.5f);
addBox(cx, plankThickness * 0.5f, 0,
plankWidth * 0.5f, plankThickness * 0.5f, width * 0.5f);
}
// Rails: 2 sides × (top rail + 3 posts) when railHeight > 0
if (railHeight > 0.0f) {
float postR = 0.06f;
float topRailR = 0.08f;
int postCount = 3;
float rzOffset = width * 0.5f - postR;
for (int side = 0; side < 2; ++side) {
float zSign = (side == 0) ? 1.0f : -1.0f;
float z = zSign * rzOffset;
// Top rail: long thin box spanning length
addBox(0, plankThickness + railHeight, z,
length * 0.5f, topRailR, topRailR);
// Posts evenly spaced
for (int p = 0; p < postCount; ++p) {
float t = (postCount > 1)
? static_cast<float>(p) / (postCount - 1)
: 0.5f;
float cx = -length * 0.5f + length * t;
if (p == 0) cx += postR;
if (p == postCount - 1) cx -= postR;
addBox(cx, plankThickness + railHeight * 0.5f, z,
postR, railHeight * 0.5f, postR);
}
}
}
wowee::pipeline::WoweeModel::Batch batch;
batch.indexStart = 0;
batch.indexCount = static_cast<uint32_t>(wom.indices.size());
batch.textureIndex = 0;
wom.batches.push_back(batch);
float maxY = plankThickness + railHeight;
wom.boundMin = glm::vec3(-length * 0.5f, 0, -width * 0.5f);
wom.boundMax = glm::vec3( length * 0.5f, maxY, width * 0.5f);
if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) {
std::fprintf(stderr,
"gen-mesh-bridge: failed to save %s.wom\n", womBase.c_str());
return 1;
}
std::printf("Wrote %s.wom\n", womBase.c_str());
std::printf(" length : %.3f\n", length);
std::printf(" width : %.3f\n", width);
std::printf(" planks : %d\n", planks);
std::printf(" rail H : %.3f%s\n", railHeight,
railHeight > 0 ? "" : " (no rails)");
std::printf(" vertices : %zu\n", wom.vertices.size());
std::printf(" triangles : %zu\n", wom.indices.size() / 3);
return 0;
} else if (std::strcmp(argv[i], "--displace-mesh") == 0 && i + 2 < argc) {
// Displaces each vertex along its current normal by the
// heightmap brightness × scale. UVs determine where each