diff --git a/tools/editor/main.cpp b/tools/editor/main.cpp index 40a53ca0..cb01003e 100644 --- a/tools/editor/main.cpp +++ b/tools/editor/main.cpp @@ -582,6 +582,8 @@ static void printUsage(const char* argv0) { std::printf(" Plank bridge with two side rails (default 6 planks across, rails on)\n"); std::printf(" --gen-mesh-tower [radius] [height] [battlements] [battlementH]\n"); std::printf(" Round castle tower with crenellated battlements (default 8 teeth, 0.5m tall)\n"); + std::printf(" --gen-mesh-house [width] [depth] [height] [roofHeight]\n"); + std::printf(" Simple house: cube body + pyramid roof (default 4×4×3 with 2m roof)\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"); @@ -1103,7 +1105,7 @@ int main(int argc, char* argv[]) { "--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-bridge", - "--gen-mesh-tower", + "--gen-mesh-tower", "--gen-mesh-house", "--gen-texture-gradient", "--gen-mesh-from-heightmap", "--export-mesh-heightmap", "--displace-mesh", @@ -22279,6 +22281,121 @@ 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-house") == 0 && i + 1 < argc) { + // Simple procedural house: cube body + pyramid roof + // meeting at a central apex above the body's roofline. + // The pyramid sits flush on the body so the eaves + // line up with the wall edges. No door cutout — that + // can be added later via mesh boolean ops or texture. + // + // The 20th procedural mesh primitive. + std::string womBase = argv[++i]; + float width = 4.0f; // along X + float depth = 4.0f; // along Z + float height = 3.0f; // wall height (Y) + float roofH = 2.0f; // pyramid above walls + 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 { height = std::stof(argv[++i]); } catch (...) {} + } + if (i + 1 < argc && argv[i + 1][0] != '-') { + try { roofH = std::stof(argv[++i]); } catch (...) {} + } + if (width <= 0 || depth <= 0 || height <= 0 || + roofH < 0 || roofH > 20.0f) { + std::fprintf(stderr, + "gen-mesh-house: width/depth/height>0, roof 0..20\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; + auto addV = [&](glm::vec3 p, glm::vec3 n, glm::vec2 uv) -> uint32_t { + wowee::pipeline::WoweeModel::Vertex vtx; + vtx.position = p; vtx.normal = n; vtx.texCoord = uv; + wom.vertices.push_back(vtx); + return static_cast(wom.vertices.size() - 1); + }; + float hx = width * 0.5f; + float hz = depth * 0.5f; + // 4 walls — each a quad with an outward-facing normal so + // the house reads as solid even with backface culling on. + struct Wall { + glm::vec3 a, b, c, d; // CCW from outside + glm::vec3 n; + }; + Wall walls[4] = { + {{ hx, 0, hz}, {-hx, 0, hz}, {-hx, height, hz}, { hx, height, hz}, { 0, 0, 1}}, // +Z + {{-hx, 0, -hz}, { hx, 0, -hz}, { hx, height, -hz}, {-hx, height, -hz}, { 0, 0, -1}}, // -Z + {{ hx, 0, -hz}, { hx, 0, hz}, { hx, height, hz}, { hx, height, -hz}, { 1, 0, 0}}, // +X + {{-hx, 0, hz}, {-hx, 0, -hz}, {-hx, height, -hz}, {-hx, height, hz}, {-1, 0, 0}}, // -X + }; + for (const Wall& w : walls) { + uint32_t a = addV(w.a, w.n, {0, 0}); + uint32_t b = addV(w.b, w.n, {1, 0}); + uint32_t c = addV(w.c, w.n, {1, 1}); + uint32_t d = addV(w.d, w.n, {0, 1}); + wom.indices.insert(wom.indices.end(), {a, b, c, a, c, d}); + } + // Floor (single quad, normal-down so it shows from below; + // texturable as a foundation slab). + { + uint32_t a = addV({-hx, 0, -hz}, {0, -1, 0}, {0, 0}); + uint32_t b = addV({ hx, 0, -hz}, {0, -1, 0}, {1, 0}); + uint32_t c = addV({ hx, 0, hz}, {0, -1, 0}, {1, 1}); + uint32_t d = addV({-hx, 0, hz}, {0, -1, 0}, {0, 1}); + wom.indices.insert(wom.indices.end(), {a, c, b, a, d, c}); + } + // Roof: 4 triangles meeting at central apex. + float apexY = height + roofH; + glm::vec3 apex(0, apexY, 0); + // Eave corners (Y = wall height) — each triangle shares + // two adjacent corners + the apex. Per-face normal is + // computed once so flat shading works. + glm::vec3 eaves[4] = { + {-hx, height, hz}, + { hx, height, hz}, + { hx, height, -hz}, + {-hx, height, -hz}, + }; + for (int s = 0; s < 4; ++s) { + glm::vec3 e0 = eaves[s]; + glm::vec3 e1 = eaves[(s + 1) % 4]; + glm::vec3 fn = glm::normalize(glm::cross(e1 - e0, apex - e0)); + uint32_t a = addV(e0, fn, {0, 0}); + uint32_t b = addV(e1, fn, {1, 0}); + uint32_t c = addV(apex, fn, {0.5f, 1}); + wom.indices.insert(wom.indices.end(), {a, b, c}); + } + wowee::pipeline::WoweeModel::Batch batch; + batch.indexStart = 0; + batch.indexCount = static_cast(wom.indices.size()); + batch.textureIndex = 0; + wom.batches.push_back(batch); + wom.boundMin = glm::vec3(-hx, 0, -hz); + wom.boundMax = glm::vec3( hx, apexY, hz); + if (!wowee::pipeline::WoweeModelLoader::save(wom, womBase)) { + std::fprintf(stderr, + "gen-mesh-house: failed to save %s.wom\n", womBase.c_str()); + return 1; + } + std::printf("Wrote %s.wom\n", womBase.c_str()); + std::printf(" width : %.3f\n", width); + std::printf(" depth : %.3f\n", depth); + std::printf(" wall H : %.3f\n", height); + std::printf(" roof H : %.3f (apex %.3f)\n", roofH, apexY); + 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