diff --git a/tools/editor/cli_help.cpp b/tools/editor/cli_help.cpp index 7b2bd5e4..89e2cc9f 100644 --- a/tools/editor/cli_help.cpp +++ b/tools/editor/cli_help.cpp @@ -118,6 +118,8 @@ void printUsage(const char* argv0) { std::printf(" Semicircular arched doorway: two pillars + curved keystone vault (default 12 segs)\n"); std::printf(" --gen-mesh-barrel [topRadius] [midRadius] [height] [hoopThickness]\n"); std::printf(" Tapered barrel: bulges in middle + 2 rim hoops (default 0.4/0.5/1.0/0.06)\n"); + std::printf(" --gen-mesh-chest [width] [depth] [bodyHeight] [lidHeight]\n"); + std::printf(" Treasure chest: body box + lid box + 3 iron bands + lock plate (default 1.4×0.9×0.9)\n"); std::printf(" Procedural tree: cylindrical trunk + spherical foliage (default 0.1/2.0/0.7)\n"); std::printf(" --displace-mesh [scale]\n"); std::printf(" Offset each vertex along its normal by heightmap brightness × scale (default 1.0)\n"); diff --git a/tools/editor/main.cpp b/tools/editor/main.cpp index ffc85c63..1778652d 100644 --- a/tools/editor/main.cpp +++ b/tools/editor/main.cpp @@ -555,7 +555,7 @@ int main(int argc, char* argv[]) { "--gen-mesh-rock", "--gen-mesh-pillar", "--gen-mesh-bridge", "--gen-mesh-tower", "--gen-mesh-house", "--gen-mesh-fountain", "--gen-mesh-statue", "--gen-mesh-altar", "--gen-mesh-portal", - "--gen-mesh-archway", "--gen-mesh-barrel", + "--gen-mesh-archway", "--gen-mesh-barrel", "--gen-mesh-chest", "--gen-texture-gradient", "--gen-mesh-from-heightmap", "--export-mesh-heightmap", "--displace-mesh", @@ -21052,6 +21052,127 @@ 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-chest") == 0 && i + 1 < argc) { + // Treasure chest: rectangular body box + smaller lid + // box on top + 3 thin iron bands wrapping around the + // body + a small lock plate on the front center face. + // The 27th procedural mesh primitive — useful for + // dungeon loot, room decoration, quest objectives. + std::string womBase = argv[++i]; + float width = 1.4f; // along X + float depth = 0.9f; // along Z + float bodyH = 0.9f; // body box height + float lidH = 0.25f; // lid height above body + if (i + 1 < argc && argv[i + 1][0] != '-') { + try { width = std::stof(argv[++i]); } catch (...) {} + } + if (i + 1 < argc && argv[i + 1][0] != '-') { + try { depth = std::stof(argv[++i]); } catch (...) {} + } + if (i + 1 < argc && argv[i + 1][0] != '-') { + try { bodyH = std::stof(argv[++i]); } catch (...) {} + } + if (i + 1 < argc && argv[i + 1][0] != '-') { + try { lidH = std::stof(argv[++i]); } catch (...) {} + } + if (width <= 0 || depth <= 0 || bodyH <= 0 || lidH < 0) { + std::fprintf(stderr, + "gen-mesh-chest: width/depth/bodyH > 0, lidH >= 0\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 — adds 24 unique verts / 12 tris centered + // on (cx, cy, cz) with half-extents (hx, hy, hz). Each + // face gets unique normals for flat shading. + auto addBox = [&](float cx, float cy, float cz, + float hx, float hy, float hz) { + struct Face { glm::vec3 n, du, dv; }; + Face faces[6] = { + {{0, 1, 0}, {1, 0, 0}, {0, 0, 1}}, + {{0,-1, 0}, {1, 0, 0}, {0, 0,-1}}, + {{1, 0, 0}, {0, 0, 1}, {0, 1, 0}}, + {{-1,0, 0}, {0, 0,-1}, {0, 1, 0}}, + {{0, 0, 1}, {-1,0, 0}, {0, 1, 0}}, + {{0, 0,-1}, {1, 0, 0}, {0, 1, 0}}, + }; + glm::vec3 c(cx, cy, cz); + 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(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}); + } + }; + float hx = width * 0.5f; + float hz = depth * 0.5f; + // Body: y=0 to y=bodyH + addBox(0, bodyH * 0.5f, 0, hx, bodyH * 0.5f, hz); + // Lid: smaller box on top, slightly inset on each side + float lidInset = std::min(width, depth) * 0.04f; + float lidHx = hx - lidInset; + float lidHz = hz - lidInset; + if (lidH > 0.0f && lidHx > 0 && lidHz > 0) { + addBox(0, bodyH + lidH * 0.5f, 0, + lidHx, lidH * 0.5f, lidHz); + } + // 3 iron bands wrapping the body — thin slabs + // protruding ~3% radially on the sides + top. + // Band positions: 15%, 50%, 85% of body width. + float bandThickX = width * 0.04f; // band depth along X + float bandHy = bodyH * 0.5f + 0.005f; + float bandHz = hz + 0.012f; + float bandPositions[3] = {-hx * 0.7f, 0.0f, hx * 0.7f}; + for (float bx : bandPositions) { + addBox(bx, bandHy, 0, + bandThickX * 0.5f, bandHy, bandHz); + } + // Lock plate: small thin box on the front face, centered. + // Front face is +Z. Plate sits at z = hz + tiny epsilon. + float lockW = width * 0.10f; + float lockH = bodyH * 0.18f; + float lockY = bodyH * 0.65f; + float lockEps = 0.008f; + addBox(0, lockY, hz + lockEps, + lockW * 0.5f, lockH * 0.5f, lockEps); + wowee::pipeline::WoweeModel::Batch batch; + batch.indexStart = 0; + batch.indexCount = static_cast(wom.indices.size()); + batch.textureIndex = 0; + wom.batches.push_back(batch); + float maxY = bodyH + lidH; + wom.boundMin = glm::vec3(-hx, 0, -hz - 0.012f); + wom.boundMax = glm::vec3( hx, maxY, hz + 0.012f); + if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) { + std::fprintf(stderr, + "gen-mesh-chest: failed to save %s.wom\n", womBase.c_str()); + return 1; + } + std::printf("Wrote %s.wom\n", womBase.c_str()); + std::printf(" width × depth : %.3f × %.3f\n", width, depth); + std::printf(" body H : %.3f\n", bodyH); + std::printf(" lid H : %.3f\n", lidH); + std::printf(" components : body + lid + 3 bands + lock\n"); + 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