File size: 10,775 Bytes
84e8204 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 | extends Node
##
## MeshGenModule - procedural primitive generators (Features 1-20).
##
## Every generator returns a MeshData Dictionary so it can be built for a
## MeshPool mesh via VertexBufferManager. Nothing here allocates GPU buffers
## until commit() is called, keeping generation cheap and evictable.
##
## MeshData := { verts: PackedVector3Array, indices: PackedInt32Array, uvs }
##
var _host: Node = null
var _root: Node3D = null
func _activate(host: Node) -> void:
_host = host
_root = host.get_node_or_null("Geometry") as Node3D
print("[MeshGen] activated")
func _deactivate() -> void:
_host = null
_root = null
func _make_mesh_data() -> Dictionary:
return {
"verts": PackedVector3Array(),
"indices": PackedInt32Array(),
"uvs": PackedVector2Array(),
}
## --- Public generator API ---------------------------------------------------
func generate(kind: String, params: Dictionary = {}) -> Dictionary:
match kind:
"cube": return cube(float(params.get("size", 1.0)))
"sphere": return uv_sphere(int(params.get("rings", 16)), int(params.get("segments", 24)), float(params.get("radius", 0.5)))
"cylinder": return cylinder(int(params.get("segments", 24)), float(params.get("top_r", 0.5)), float(params.get("bottom_r", 0.5)), float(params.get("height", 1.0)))
"plane": return plane(int(params.get("subdiv", 1)), float(params.get("size", 2.0)))
"torus": return torus(int(params.get("major_seg", 24)), int(params.get("minor_seg", 12)), float(params.get("major_r", 0.6)), float(params.get("minor_r", 0.2)))
"ico": return icosphere(int(params.get("subdiv", 1)), float(params.get("radius", 0.5)))
"suzanne": return suzanne(float(params.get("scale", 1.0)))
_:
push_warning("MeshGen: unknown kind '%s'" % kind)
return _make_mesh_data()
## --- Generators -------------------------------------------------------------
func cube(size: float) -> Dictionary:
var d := _make_mesh_data()
var h := size * 0.5
var faces := [
# (normal, tangent, bitangent) for +X,-X,+Y,-Y,+Z,-Z
[Vector3.RIGHT, Vector3.BACK, Vector3.UP],
[Vector3.LEFT, Vector3.FORWARD, Vector3.UP],
[Vector3.UP, Vector3.RIGHT, Vector3.BACK],
[Vector3.DOWN, Vector3.RIGHT, Vector3.FORWARD],
[Vector3.BACK, Vector3.RIGHT, Vector3.UP],
[Vector3.FORWARD, Vector3.LEFT, Vector3.UP],
]
for f in faces:
var n: Vector3 = f[0]
var t: Vector3 = f[1]
var b: Vector3 = f[2]
var base: int = d["verts"].size()
var c := n * h
d["verts"].append(c - t * h - b * h)
d["verts"].append(c + t * h - b * h)
d["verts"].append(c + t * h + b * h)
d["verts"].append(c - t * h + b * h)
d["uvs"].append(Vector2(0, 0))
d["uvs"].append(Vector2(1, 0))
d["uvs"].append(Vector2(1, 1))
d["uvs"].append(Vector2(0, 1))
d["indices"].append(base + 0); d["indices"].append(base + 1); d["indices"].append(base + 2)
d["indices"].append(base + 0); d["indices"].append(base + 2); d["indices"].append(base + 3)
return d
func uv_sphere(rings: int, segments: int, radius: float) -> Dictionary:
var d := _make_mesh_data()
rings = maxi(2, rings)
segments = maxi(3, segments)
for y in range(rings + 1):
var v := float(y) / float(rings)
var phi := v * PI
for x in range(segments + 1):
var u := float(x) / float(segments)
var theta := u * TAU
var pos := Vector3(
sin(phi) * cos(theta),
cos(phi),
sin(phi) * sin(theta)
) * radius
d["verts"].append(pos)
d["uvs"].append(Vector2(u, v))
for y in range(rings):
for x in range(segments):
var a := y * (segments + 1) + x
var b := a + segments + 1
d["indices"].append(a); d["indices"].append(b); d["indices"].append(a + 1)
d["indices"].append(a + 1); d["indices"].append(b); d["indices"].append(b + 1)
return d
func cylinder(segments: int, top_r: float, bottom_r: float, height: float) -> Dictionary:
var d := _make_mesh_data()
segments = maxi(3, segments)
var hy := height * 0.5
for y in range(2):
var r := top_r if y == 1 else bottom_r
var yy := hy if y == 1 else -hy
for x in range(segments + 1):
var u := float(x) / float(segments)
var theta := u * TAU
d["verts"].append(Vector3(cos(theta) * r, yy, sin(theta) * r))
d["uvs"].append(Vector2(u, float(y)))
for x in range(segments):
var a := x
var b := x + segments + 1
d["indices"].append(a); d["indices"].append(b); d["indices"].append(a + 1)
d["indices"].append(a + 1); d["indices"].append(b); d["indices"].append(b + 1)
# Caps
var top_center: int = d["verts"].size()
d["verts"].append(Vector3(0, hy, 0)); d["uvs"].append(Vector2(0.5, 0.5))
var bot_center: int = d["verts"].size()
d["verts"].append(Vector3(0, -hy, 0)); d["uvs"].append(Vector2(0.5, 0.5))
for x in range(segments):
var theta0 := (float(x) / float(segments)) * TAU
var theta1 := (float(x + 1) / float(segments)) * TAU
var t0: int = d["verts"].size()
d["verts"].append(Vector3(cos(theta0) * top_r, hy, sin(theta0) * top_r)); d["uvs"].append(Vector2(0, 0))
d["verts"].append(Vector3(cos(theta1) * top_r, hy, sin(theta1) * top_r)); d["uvs"].append(Vector2(1, 0))
d["indices"].append(top_center); d["indices"].append(t0); d["indices"].append(t0 + 1)
var b0: int = d["verts"].size()
d["verts"].append(Vector3(cos(theta0) * bottom_r, -hy, sin(theta0) * bottom_r)); d["uvs"].append(Vector2(0, 0))
d["verts"].append(Vector3(cos(theta1) * bottom_r, -hy, sin(theta1) * bottom_r)); d["uvs"].append(Vector2(1, 0))
d["indices"].append(bot_center); d["indices"].append(b0 + 1); d["indices"].append(b0)
return d
func plane(subdiv: int, size: float) -> Dictionary:
var d := _make_mesh_data()
subdiv = maxi(1, subdiv)
var half := size * 0.5
for z in range(subdiv + 1):
for x in range(subdiv + 1):
var u := float(x) / float(subdiv)
var v := float(z) / float(subdiv)
d["verts"].append(Vector3(-half + u * size, 0, -half + v * size))
d["uvs"].append(Vector2(u, v))
var row := subdiv + 1
for z in range(subdiv):
for x in range(subdiv):
var a := z * row + x
var b := a + row
d["indices"].append(a); d["indices"].append(a + 1); d["indices"].append(b)
d["indices"].append(a + 1); d["indices"].append(b + 1); d["indices"].append(b)
return d
func torus(major_seg: int, minor_seg: int, major_r: float, minor_r: float) -> Dictionary:
var d := _make_mesh_data()
major_seg = maxi(3, major_seg)
minor_seg = maxi(3, minor_seg)
for i in range(major_seg + 1):
var u := float(i) / float(major_seg) * TAU
for j in range(minor_seg + 1):
var v := float(j) / float(minor_seg) * TAU
var center := Vector3(cos(u) * major_r, 0, sin(u) * major_r)
var normal := Vector3(cos(u) * cos(v), sin(v), sin(u) * cos(v))
d["verts"].append(center + normal * minor_r)
d["uvs"].append(Vector2(float(i) / float(major_seg), float(j) / float(minor_seg)))
for i in range(major_seg):
for j in range(minor_seg):
var a := i * (minor_seg + 1) + j
var b := a + minor_seg + 1
d["indices"].append(a); d["indices"].append(b); d["indices"].append(a + 1)
d["indices"].append(a + 1); d["indices"].append(b); d["indices"].append(b + 1)
return d
func icosphere(subdiv: int, radius: float) -> Dictionary:
var d := _make_mesh_data()
var t := (1.0 + sqrt(5.0)) * 0.5
var verts := [
Vector3(-1, t, 0), Vector3(1, t, 0), Vector3(-1, -t, 0), Vector3(1, -t, 0),
Vector3(0, -1, t), Vector3(0, 1, t), Vector3(0, -1, -t), Vector3(0, 1, -t),
Vector3(t, 0, -1), Vector3(t, 0, 1), Vector3(-t, 0, -1), Vector3(-t, 0, 1),
]
var faces := [
[0, 11, 5], [0, 5, 1], [0, 1, 7], [0, 7, 10], [0, 10, 11],
[1, 5, 9], [5, 11, 4], [11, 10, 2], [10, 7, 6], [7, 1, 8],
[3, 9, 4], [3, 4, 2], [3, 2, 6], [3, 6, 8], [3, 8, 9],
[4, 9, 5], [2, 4, 11], [6, 2, 10], [8, 6, 7], [9, 8, 1],
]
for s in range(maxi(0, subdiv)):
var new_faces := []
var cache := {}
for f in faces:
var a: int = f[0]; var b: int = f[1]; var c: int = f[2]
var ab := _midpoint(verts, cache, a, b)
var bc := _midpoint(verts, cache, b, c)
var ca := _midpoint(verts, cache, c, a)
new_faces.append([a, ab, ca])
new_faces.append([b, bc, ab])
new_faces.append([c, ca, bc])
new_faces.append([ab, bc, ca])
faces = new_faces
for v in verts:
d["verts"].append(v.normalized() * radius)
d["uvs"].resize(d["verts"].size())
for f in faces:
d["indices"].append(f[0]); d["indices"].append(f[1]); d["indices"].append(f[2])
return d
func _midpoint(verts: Array, cache: Dictionary, a: int, b: int) -> int:
var key := "%d_%d" % [mini(a, b), maxi(a, b)]
if cache.has(key):
return cache[key]
var mid: Vector3 = (verts[a] + verts[b]) * 0.5
verts.append(mid)
var idx := verts.size() - 1
cache[key] = idx
return idx
## A low-poly "Suzanne"-style monkey head silhouette (ears + cranium + snout).
## Not bit-identical to Blender's Suzanne, but generated purely from code.
func suzanne(scale: float) -> Dictionary:
var d := _make_mesh_data()
# Cranium: squashed sphere
var cranium := uv_sphere(10, 16, 0.6)
_append(d, cranium["verts"], cranium["indices"], cranium["uvs"], Vector3(0, 0.1, 0) * scale, scale)
# Snout: a cube-ish extension forward
var snout := cube(0.4)
_append(d, snout["verts"], snout["indices"], snout["uvs"], Vector3(0, -0.1, 0.5) * scale, scale)
# Ears: two flat spheres left/right
var ear_l := uv_sphere(6, 10, 0.25)
_append(d, ear_l["verts"], ear_l["indices"], ear_l["uvs"], Vector3(-0.6, 0.35, 0) * scale, scale)
var ear_r := uv_sphere(6, 10, 0.25)
_append(d, ear_r["verts"], ear_r["indices"], ear_r["uvs"], Vector3(0.6, 0.35, 0) * scale, scale)
return d
## Merge a sub-mesh into a target MeshData with an offset and uniform scale.
func _append(dst: Dictionary, verts: PackedVector3Array, indices: PackedInt32Array, uvs: PackedVector2Array, offset: Vector3, s: float) -> void:
var base: int = dst["verts"].size()
for v in verts:
dst["verts"].append(v * s + offset)
for u in uvs:
dst["uvs"].append(u)
for i in indices:
dst["indices"].append(base + i)
## --- Instantiation helper ---------------------------------------------------
## Build a MeshInstance3D from a generated MeshData and attach under Geometry.
## Returns the instance (caller owns its lifetime; use MeshPool.release on free).
func spawn(kind: String, params: Dictionary = {}) -> MeshInstance3D:
var data := generate(kind, params)
return spawn_from_data(data, kind)
func spawn_from_data(data: Dictionary, name_hint: String = "mesh") -> MeshInstance3D:
var mesh := MeshPool.acquire_mesh()
VertexBufferManager.commit(data["verts"], data["indices"], data["uvs"], mesh)
var mi := MeshInstance3D.new()
mi.name = name_hint.capitalize()
mi.mesh = mesh
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.7, 0.72, 0.8)
mat.shading_mode = BaseMaterial3D.SHADING_MODE_PER_PIXEL
mi.material_override = mat
if _root != null:
_root.add_child(mi)
return mi
|