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https://github.com/Kelsidavis/WoWee.git
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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.
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1 changed files with 137 additions and 1 deletions
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@ -576,6 +576,8 @@ static void printUsage(const char* argv0) {
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std::printf(" Procedural boulder via subdivided octahedron + smooth noise displacement\n");
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std::printf(" --gen-mesh-pillar <wom-base> [radius] [height] [flutes] [capScale]\n");
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std::printf(" Fluted classical column with concave flutes + flared cap/base (default 12 flutes)\n");
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std::printf(" --gen-mesh-bridge <wom-base> [length] [width] [planks] [railHeight]\n");
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std::printf(" Plank bridge with two side rails (default 6 planks across, rails on)\n");
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std::printf(" Procedural tree: cylindrical trunk + spherical foliage (default 0.1/2.0/0.7)\n");
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std::printf(" --displace-mesh <wom-base> <heightmap.png> [scale]\n");
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std::printf(" Offset each vertex along its normal by heightmap brightness × scale (default 1.0)\n");
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@ -1083,7 +1085,7 @@ int main(int argc, char* argv[]) {
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"--gen-mesh-stairs", "--gen-mesh-grid", "--gen-mesh-disc",
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"--gen-mesh-tube", "--gen-mesh-capsule", "--gen-mesh-arch",
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"--gen-mesh-pyramid", "--gen-mesh-fence", "--gen-mesh-tree",
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"--gen-mesh-rock", "--gen-mesh-pillar",
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"--gen-mesh-rock", "--gen-mesh-pillar", "--gen-mesh-bridge",
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"--gen-texture-gradient",
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"--gen-mesh-from-heightmap", "--export-mesh-heightmap",
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"--displace-mesh",
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@ -21252,6 +21254,140 @@ int main(int argc, char* argv[]) {
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std::printf(" vertices : %zu\n", wom.vertices.size());
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std::printf(" triangles : %zu\n", wom.indices.size() / 3);
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return 0;
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} else if (std::strcmp(argv[i], "--gen-mesh-bridge") == 0 && i + 1 < argc) {
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// Procedural plank bridge. Deck is N axis-aligned planks
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// running across the bridge's width with small gaps
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// between, plus two side rails (top + bottom rails on
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// posts). Bridge length runs along +X, width is on Z.
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// The 18th procedural mesh primitive — useful for
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// river crossings, dungeon catwalks, scenic overlooks.
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std::string womBase = argv[++i];
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float length = 6.0f; // along X
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float width = 2.0f; // along Z
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int planks = 6; // plank count across the length
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float railHeight = 1.0f; // rail height above deck (0 = no rails)
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { length = std::stof(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { width = std::stof(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { planks = std::stoi(argv[++i]); } catch (...) {}
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}
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { railHeight = std::stof(argv[++i]); } catch (...) {}
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}
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if (length <= 0 || width <= 0 ||
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planks < 1 || planks > 64 ||
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railHeight < 0 || railHeight > 4.0f) {
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std::fprintf(stderr,
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"gen-mesh-bridge: length>0, width>0, planks 1..64, rail 0..4\n");
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return 1;
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}
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if (womBase.size() >= 4 &&
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womBase.substr(womBase.size() - 4) == ".wom") {
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womBase = womBase.substr(0, womBase.size() - 4);
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}
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wowee::pipeline::WoweeModel wom;
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wom.name = std::filesystem::path(womBase).stem().string();
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wom.version = 3;
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// Box helper — builds 24-vert / 12-tri box centered on
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// (cx, cy, cz) with half-extents (hx, hy, hz). Each face
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// gets unique vertices so flat-shading works. Indices are
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// pushed into wom.indices directly.
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auto addBox = [&](float cx, float cy, float cz,
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float hx, float hy, float hz) {
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glm::vec3 c(cx, cy, cz);
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struct Face {
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glm::vec3 n;
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glm::vec3 du, dv; // unit-length axes spanning the face
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};
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Face faces[6] = {
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{{0, 1, 0}, {1, 0, 0}, {0, 0, 1}}, // top (+Y)
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{{0,-1, 0}, {1, 0, 0}, {0, 0,-1}}, // bottom (-Y)
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{{1, 0, 0}, {0, 0, 1}, {0, 1, 0}}, // right (+X)
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{{-1,0, 0}, {0, 0,-1}, {0, 1, 0}}, // left (-X)
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{{0, 0, 1}, {-1,0, 0}, {0, 1, 0}}, // front (+Z)
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{{0, 0,-1}, {1, 0, 0}, {0, 1, 0}}, // back (-Z)
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};
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glm::vec3 ext(hx, hy, hz);
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for (const Face& f : faces) {
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glm::vec3 center = c + glm::vec3(f.n.x*hx, f.n.y*hy, f.n.z*hz);
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glm::vec3 du = glm::vec3(f.du.x*ext.x, f.du.y*ext.y, f.du.z*ext.z);
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glm::vec3 dv = glm::vec3(f.dv.x*ext.x, f.dv.y*ext.y, f.dv.z*ext.z);
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uint32_t base = static_cast<uint32_t>(wom.vertices.size());
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auto push = [&](glm::vec3 p, float u, float v) {
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wowee::pipeline::WoweeModel::Vertex vtx;
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vtx.position = p;
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vtx.normal = f.n;
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vtx.texCoord = {u, v};
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wom.vertices.push_back(vtx);
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};
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push(center - du - dv, 0, 0);
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push(center + du - dv, 1, 0);
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push(center + du + dv, 1, 1);
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push(center - du + dv, 0, 1);
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wom.indices.insert(wom.indices.end(),
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{ base, base + 1, base + 2, base, base + 2, base + 3 });
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}
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};
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// Deck: planks along X, gap = 5% of plank pitch.
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float plankThickness = 0.08f;
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float plankPitch = length / planks;
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float plankWidth = plankPitch * 0.95f;
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for (int p = 0; p < planks; ++p) {
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float cx = -length * 0.5f + plankPitch * (p + 0.5f);
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addBox(cx, plankThickness * 0.5f, 0,
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plankWidth * 0.5f, plankThickness * 0.5f, width * 0.5f);
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}
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// Rails: 2 sides × (top rail + 3 posts) when railHeight > 0
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if (railHeight > 0.0f) {
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float postR = 0.06f;
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float topRailR = 0.08f;
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int postCount = 3;
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float rzOffset = width * 0.5f - postR;
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for (int side = 0; side < 2; ++side) {
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float zSign = (side == 0) ? 1.0f : -1.0f;
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float z = zSign * rzOffset;
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// Top rail: long thin box spanning length
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addBox(0, plankThickness + railHeight, z,
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length * 0.5f, topRailR, topRailR);
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// Posts evenly spaced
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for (int p = 0; p < postCount; ++p) {
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float t = (postCount > 1)
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? static_cast<float>(p) / (postCount - 1)
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: 0.5f;
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float cx = -length * 0.5f + length * t;
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if (p == 0) cx += postR;
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if (p == postCount - 1) cx -= postR;
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addBox(cx, plankThickness + railHeight * 0.5f, z,
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postR, railHeight * 0.5f, postR);
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}
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}
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}
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wowee::pipeline::WoweeModel::Batch batch;
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batch.indexStart = 0;
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batch.indexCount = static_cast<uint32_t>(wom.indices.size());
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batch.textureIndex = 0;
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wom.batches.push_back(batch);
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float maxY = plankThickness + railHeight;
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wom.boundMin = glm::vec3(-length * 0.5f, 0, -width * 0.5f);
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wom.boundMax = glm::vec3( length * 0.5f, maxY, width * 0.5f);
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if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) {
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std::fprintf(stderr,
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"gen-mesh-bridge: failed to save %s.wom\n", womBase.c_str());
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return 1;
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}
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std::printf("Wrote %s.wom\n", womBase.c_str());
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std::printf(" length : %.3f\n", length);
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std::printf(" width : %.3f\n", width);
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std::printf(" planks : %d\n", planks);
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std::printf(" rail H : %.3f%s\n", railHeight,
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railHeight > 0 ? "" : " (no rails)");
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std::printf(" vertices : %zu\n", wom.vertices.size());
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std::printf(" triangles : %zu\n", wom.indices.size() / 3);
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return 0;
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} else if (std::strcmp(argv[i], "--displace-mesh") == 0 && i + 2 < argc) {
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// Displaces each vertex along its current normal by the
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// heightmap brightness × scale. UVs determine where each
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