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feat(editor): add --gen-mesh-rock procedural boulder primitive
Subdivided octahedron + smooth sin-product noise displacement. Each seed produces a unique silhouette so scattering looks varied. Defaults: radius=1, roughness=0.25, subdiv=2 (128 triangles), seed=1. Pairs naturally with random-populate-zone for outdoor decoration and brings the procedural mesh primitive set to 16.
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@ -570,6 +570,8 @@ static void printUsage(const char* argv0) {
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std::printf(" --gen-mesh-fence <wom-base> [posts] [postSpacing] [postHeight] [railThick]\n");
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std::printf(" Repeating fence: N posts along +X with two horizontal rails between\n");
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std::printf(" --gen-mesh-tree <wom-base> [trunkRadius] [trunkHeight] [foliageRadius]\n");
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std::printf(" --gen-mesh-rock <wom-base> [radius] [roughness] [subdiv] [seed]\n");
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std::printf(" Procedural boulder via subdivided octahedron + smooth noise displacement\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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@ -1062,6 +1064,7 @@ 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",
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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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@ -20150,6 +20153,154 @@ 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-rock") == 0 && i + 1 < argc) {
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// Procedural boulder. Starts as an octahedron, subdivides
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// each face N times to get a rounded base, then displaces
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// each vertex along its outward direction by a smooth
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// sin/cos noise term controlled by `seed` and `roughness`.
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// Result is a unique-shaped rock per seed — perfect for
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// scattering across a zone via random-populate-zone.
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//
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// The 16th procedural primitive in the WOM library.
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std::string womBase = argv[++i];
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float radius = 1.0f;
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float roughness = 0.25f; // 0..1, fraction of radius
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int subdiv = 2; // 0=8 tris, 1=32, 2=128, 3=512
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uint32_t seed = 1;
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if (i + 1 < argc && argv[i + 1][0] != '-') {
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try { radius = 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 { roughness = 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 { subdiv = 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 { seed = static_cast<uint32_t>(std::stoul(argv[++i])); } catch (...) {}
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}
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if (radius <= 0 || roughness < 0 || roughness > 1 ||
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subdiv < 0 || subdiv > 4) {
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std::fprintf(stderr,
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"gen-mesh-rock: radius>0, roughness 0..1, subdiv 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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// Build sphere via octahedron subdivision. Vertices are
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// accumulated in unit-length form first, then displaced.
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std::vector<glm::vec3> sv; // sphere verts (unit)
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std::vector<glm::uvec3> st; // sphere tris (vertex indices)
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sv = {
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{ 1, 0, 0}, {-1, 0, 0},
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{ 0, 1, 0}, { 0,-1, 0},
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{ 0, 0, 1}, { 0, 0,-1},
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};
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st = {
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{0, 2, 4}, {2, 1, 4}, {1, 3, 4}, {3, 0, 4},
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{2, 0, 5}, {1, 2, 5}, {3, 1, 5}, {0, 3, 5},
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};
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// Edge-midpoint cache so shared edges don't duplicate verts.
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for (int s = 0; s < subdiv; ++s) {
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std::map<std::pair<uint32_t,uint32_t>, uint32_t> midCache;
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auto midpoint = [&](uint32_t a, uint32_t b) -> uint32_t {
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auto key = std::make_pair(std::min(a,b), std::max(a,b));
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auto it = midCache.find(key);
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if (it != midCache.end()) return it->second;
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glm::vec3 m = glm::normalize((sv[a] + sv[b]) * 0.5f);
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uint32_t idx = static_cast<uint32_t>(sv.size());
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sv.push_back(m);
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midCache[key] = idx;
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return idx;
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};
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std::vector<glm::uvec3> next;
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next.reserve(st.size() * 4);
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for (auto& tri : st) {
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uint32_t a = tri.x, b = tri.y, c = tri.z;
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uint32_t ab = midpoint(a, b);
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uint32_t bc = midpoint(b, c);
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uint32_t ca = midpoint(c, a);
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next.push_back({a, ab, ca});
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next.push_back({b, bc, ab});
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next.push_back({c, ca, bc});
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next.push_back({ab, bc, ca});
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}
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st.swap(next);
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}
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// Smooth pseudo-noise displacement. Three orthogonal sin
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// products give a coherent bumpy surface; phase shift uses
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// the seed so each value yields a distinct silhouette.
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float sf = static_cast<float>(seed);
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auto displace = [&](glm::vec3 p) -> float {
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float n = std::sin(p.x * 3.1f + sf * 0.91f) *
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std::sin(p.y * 4.7f + sf * 1.37f) *
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std::sin(p.z * 5.3f + sf * 0.43f);
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float n2 = std::sin(p.x * 7.1f + sf * 0.11f) *
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std::sin(p.y * 8.3f + sf * 2.13f) *
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std::sin(p.z * 9.7f + sf * 1.91f);
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return 1.0f + roughness * (0.7f * n + 0.3f * n2);
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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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std::vector<glm::vec3> finalPos(sv.size());
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for (size_t v = 0; v < sv.size(); ++v) {
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finalPos[v] = sv[v] * (radius * displace(sv[v]));
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}
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// Per-vertex normals from triangle face normals (averaged).
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std::vector<glm::vec3> normals(sv.size(), glm::vec3(0));
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for (auto& tri : st) {
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glm::vec3 a = finalPos[tri.x];
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glm::vec3 b = finalPos[tri.y];
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glm::vec3 c = finalPos[tri.z];
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glm::vec3 fn = glm::normalize(glm::cross(b - a, c - a));
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normals[tri.x] += fn;
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normals[tri.y] += fn;
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normals[tri.z] += fn;
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}
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for (auto& n : normals) n = glm::length(n) > 1e-6f
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? glm::normalize(n) : glm::vec3(0, 1, 0);
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for (size_t v = 0; v < sv.size(); ++v) {
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wowee::pipeline::WoweeModel::Vertex vtx;
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vtx.position = finalPos[v];
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vtx.normal = normals[v];
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// Spherical UV unwrap. Visible seam at u=0/1 is
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// acceptable for rocks — usually hidden by terrain.
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glm::vec3 d = glm::normalize(sv[v]);
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vtx.texCoord = {
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0.5f + std::atan2(d.z, d.x) / (2.0f * 3.14159265f),
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0.5f - std::asin(d.y) / 3.14159265f,
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};
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wom.vertices.push_back(vtx);
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}
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for (auto& tri : st) {
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wom.indices.push_back(tri.x);
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wom.indices.push_back(tri.y);
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wom.indices.push_back(tri.z);
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}
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float bound = radius * (1.0f + roughness);
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wom.boundMin = glm::vec3(-bound);
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wom.boundMax = glm::vec3( bound);
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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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if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) {
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std::fprintf(stderr,
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"gen-mesh-rock: 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(" radius : %.3f\n", radius);
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std::printf(" roughness : %.3f\n", roughness);
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std::printf(" subdiv : %d\n", subdiv);
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std::printf(" seed : %u\n", seed);
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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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