Source code for simvx.core.graphics.mesh

"""
Geometry data with procedural primitives.

High-level: Mesh.cube(), Mesh.sphere(), Mesh.cone()
Low-level: Mesh(positions, indices, normals, texcoords) + interleaved_bytes()
"""

from __future__ import annotations

import logging
import math
import os
from importlib.resources.abc import Traversable
from typing import TYPE_CHECKING, Any, Union

import numpy as np

if TYPE_CHECKING:
    from simvx.core.resource import Resource

log = logging.getLogger(__name__)

MeshSource = Union[str, os.PathLike, "Resource", Traversable]

def _drop_defaults(values: dict[str, Any], defaults: dict[str, Any]) -> dict[str, Any]:
    """Return *values* without keys whose value matches the default."""
    return {k: v for k, v in values.items() if defaults.get(k) != v}

[docs] class Mesh: """Vertex data with optional GPU buffers. Pure data until renderer uploads. Create via class methods: Mesh.cube(), Mesh.sphere(), Mesh.cone(), Mesh.cylinder() Or from raw data: Mesh(positions, indices, normals, texcoords) Or load from a Wavefront OBJ: Mesh.from_obj("model.obj") Mesh.from_obj(Resource("game.assets", "ship.obj")) The optional :attr:`factory_spec` records the call that produced a mesh (``{"name": "cube", "kwargs": {"size": 1.0}}`` or ``{"name": "obj", "source": <spec>}``) so scene serialisation can round-trip the mesh by replaying the factory. """ _next_uid: int = 0 def __init__(self, positions, indices=None, normals=None, texcoords=None, topology="triangles"): Mesh._next_uid += 1 self._uid: int = Mesh._next_uid self.positions = np.asarray(positions, dtype=np.float32).reshape(-1, 3) self.indices = np.asarray(indices, dtype=np.uint32).ravel() if indices is not None else None self.normals = np.asarray(normals, dtype=np.float32).reshape(-1, 3) if normals is not None else None self.texcoords = np.asarray(texcoords, dtype=np.float32).reshape(-1, 2) if texcoords is not None else None self.topology = topology self.factory_spec: dict[str, Any] | None = None # --- Properties ---
[docs] @property def vertex_count(self) -> int: return len(self.positions)
[docs] @property def index_count(self) -> int: return len(self.indices) if self.indices is not None else 0
[docs] @property def stride(self) -> int: """Bytes per interleaved vertex.""" s = 12 # vec3 position if self.normals is not None: s += 12 if self.texcoords is not None: s += 8 return s
[docs] @property def has_normals(self) -> bool: return self.normals is not None
[docs] @property def has_texcoords(self) -> bool: return self.texcoords is not None
# --- Data export ---
[docs] def interleaved_bytes(self) -> bytes: """Pack vertex data interleaved (pos[,normal][,uv]) for GPU upload.""" arrays = [self.positions] if self.normals is not None: arrays.append(self.normals) if self.texcoords is not None: arrays.append(self.texcoords) return np.hstack(arrays).astype(np.float32).tobytes()
[docs] def index_bytes(self) -> bytes: return self.indices.tobytes() if self.indices is not None else b""
[docs] def bounding_box(self) -> tuple[np.ndarray, np.ndarray]: """Returns (min_corner, max_corner) as vec3 arrays.""" return self.positions.min(axis=0), self.positions.max(axis=0)
[docs] def bounding_radius(self) -> float: """Radius of bounding sphere centered at origin.""" return float(np.sqrt((self.positions**2).sum(axis=1).max()))
# --- Mutators ---
[docs] def generate_normals(self) -> Mesh: """Compute smooth vertex normals from face geometry. Returns self. Vectorised via ``np.add.at``: each face normal is scattered into the three vertex slots that share it, in the same order the per-triangle loop would have visited them. The result matches the prior implementation bit-for-bit because addition is commutative. """ if self.indices is None: return self normals = np.zeros_like(self.positions) tris = self.indices.reshape(-1, 3) v0 = self.positions[tris[:, 0]] v1 = self.positions[tris[:, 1]] v2 = self.positions[tris[:, 2]] face_n = np.cross(v1 - v0, v2 - v0) np.add.at(normals, tris.ravel(), np.repeat(face_n, 3, axis=0)) lens = np.linalg.norm(normals, axis=1, keepdims=True) self.normals = np.divide(normals, lens, where=lens > 1e-10, out=normals) return self
# === Procedural Primitives ===
[docs] @classmethod def cube(cls, size: float = 1.0) -> Mesh: """Axis-aligned cube centered at origin. 24 vertices, 36 indices.""" s = size / 2 pos = [ [-s, -s, s], [s, -s, s], [s, s, s], [-s, s, s], # Front +Z [s, -s, -s], [-s, -s, -s], [-s, s, -s], [s, s, -s], # Back -Z [-s, s, s], [s, s, s], [s, s, -s], [-s, s, -s], # Top +Y [-s, -s, -s], [s, -s, -s], [s, -s, s], [-s, -s, s], # Bottom -Y [s, -s, s], [s, -s, -s], [s, s, -s], [s, s, s], # Right +X [-s, -s, -s], [-s, -s, s], [-s, s, s], [-s, s, -s], # Left -X ] nrm = ( [[0, 0, 1]] * 4 + [[0, 0, -1]] * 4 + [[0, 1, 0]] * 4 + [[0, -1, 0]] * 4 + [[1, 0, 0]] * 4 + [[-1, 0, 0]] * 4 ) uv = [[0, 0], [1, 0], [1, 1], [0, 1]] * 6 idx = [] for f in range(6): b = f * 4 idx.extend([b, b + 1, b + 2, b, b + 2, b + 3]) m = cls(pos, idx, nrm, uv) m.factory_spec = {"name": "cube", "kwargs": _drop_defaults({"size": size}, {"size": 1.0})} return m
[docs] @classmethod def sphere(cls, radius: float = 1.0, rings: int = 16, segments: int = 16) -> Mesh: """UV sphere.""" pos, nrm, uv, idx = [], [], [], [] for ring in range(rings + 1): phi = math.pi * ring / rings sp, cp = math.sin(phi), math.cos(phi) for seg in range(segments + 1): theta = math.tau * seg / segments x, z = sp * math.cos(theta), sp * math.sin(theta) pos.append([x * radius, cp * radius, z * radius]) nrm.append([x, cp, z]) uv.append([seg / segments, ring / rings]) row = segments + 1 for ring in range(rings): for seg in range(segments): a = ring * row + seg b = a + row idx.extend([a, a + 1, b, a + 1, b + 1, b]) m = cls(pos, idx, nrm, uv) m.factory_spec = { "name": "sphere", "kwargs": _drop_defaults( {"radius": radius, "rings": rings, "segments": segments}, {"radius": 1.0, "rings": 16, "segments": 16}, ), } return m
[docs] @classmethod def cone(cls, radius: float = 0.5, height: float = 1.0, segments: int = 16) -> Mesh: """Cone pointing up +Y, base centered at origin.""" pos, nrm, uv, idx = [], [], [], [] half_h = height / 2 slope_len = math.sqrt(radius * radius + height * height) ny = radius / slope_len nr = height / slope_len # Tip (one vertex per segment for correct normals) for i in range(segments): theta = math.tau * i / segments mid_theta = math.tau * (i + 0.5) / segments nx, nz = math.cos(mid_theta) * nr, math.sin(mid_theta) * nr pos.append([0, half_h, 0]) nrm.append([nx, ny, nz]) uv.append([0.5, 0]) # Base ring (for sides) for i in range(segments): theta = math.tau * i / segments cx, cz = math.cos(theta), math.sin(theta) pos.append([cx * radius, -half_h, cz * radius]) nrm.append([cx * nr, ny, cz * nr]) uv.append([i / segments, 1]) # Side triangles for i in range(segments): tip = i bl = segments + i br = segments + (i + 1) % segments idx.extend([tip, br, bl]) # Base cap base_center = len(pos) pos.append([0, -half_h, 0]) nrm.append([0, -1, 0]) uv.append([0.5, 0.5]) for i in range(segments): theta = math.tau * i / segments pos.append([math.cos(theta) * radius, -half_h, math.sin(theta) * radius]) nrm.append([0, -1, 0]) uv.append([0.5 + 0.5 * math.cos(theta), 0.5 + 0.5 * math.sin(theta)]) for i in range(segments): idx.extend([base_center, base_center + 1 + i, base_center + 1 + (i + 1) % segments]) m = cls(pos, idx, nrm, uv) m.factory_spec = { "name": "cone", "kwargs": _drop_defaults( {"radius": radius, "height": height, "segments": segments}, {"radius": 0.5, "height": 1.0, "segments": 16}, ), } return m
[docs] @classmethod def cylinder(cls, radius: float = 0.5, height: float = 1.0, segments: int = 16) -> Mesh: """Cylinder along +Y axis, centered at origin.""" pos, nrm, uv, idx = [], [], [], [] half_h = height / 2 # Side vertices: two rings for ring in range(2): y = half_h if ring == 0 else -half_h v = float(ring) for seg in range(segments + 1): theta = math.tau * seg / segments cx, cz = math.cos(theta), math.sin(theta) pos.append([cx * radius, y, cz * radius]) nrm.append([cx, 0, cz]) uv.append([seg / segments, v]) row = segments + 1 for seg in range(segments): a, b = seg, seg + row idx.extend([a, a + 1, b, a + 1, b + 1, b]) # Top cap tc = len(pos) pos.append([0, half_h, 0]) nrm.append([0, 1, 0]) uv.append([0.5, 0.5]) for i in range(segments): theta = math.tau * i / segments pos.append([math.cos(theta) * radius, half_h, math.sin(theta) * radius]) nrm.append([0, 1, 0]) uv.append([0.5 + 0.5 * math.cos(theta), 0.5 + 0.5 * math.sin(theta)]) for i in range(segments): idx.extend([tc, tc + 1 + (i + 1) % segments, tc + 1 + i]) # Bottom cap bc = len(pos) pos.append([0, -half_h, 0]) nrm.append([0, -1, 0]) uv.append([0.5, 0.5]) for i in range(segments): theta = math.tau * i / segments pos.append([math.cos(theta) * radius, -half_h, math.sin(theta) * radius]) nrm.append([0, -1, 0]) uv.append([0.5 + 0.5 * math.cos(theta), 0.5 + 0.5 * math.sin(theta)]) for i in range(segments): idx.extend([bc, bc + 1 + i, bc + 1 + (i + 1) % segments]) m = cls(pos, idx, nrm, uv) m.factory_spec = { "name": "cylinder", "kwargs": _drop_defaults( {"radius": radius, "height": height, "segments": segments}, {"radius": 0.5, "height": 1.0, "segments": 16}, ), } return m
[docs] @classmethod def extrude_path( cls, centerline: list[tuple[float, float, float]] | np.ndarray, sides: int = 8, radius: float = 0.5, profile: np.ndarray | None = None, closed: bool = False, ) -> Mesh: """Sweep a profile (default: regular polygon) along a 3D centerline. Builds a tube / ribbon mesh: the bread-and-butter primitive for racing tracks, river meshes, electric arcs, tentacles, and anything else that follows a polyline. HexGL hand-rolled ~80 LOC of NumPy ribbon code; this method replaces that with a single call. Args: centerline: ``(N, 3)`` sequence of world-space points. Must have ``N >= 2``. Successive duplicate points are tolerated (collapsed segments produce zero-length quads). sides: Number of segments around the tube. Default 8. Ignored if ``profile`` is supplied. radius: Radius of the default circular profile. Ignored when ``profile`` is supplied. profile: Optional ``(sides, 2)`` array of 2D points in the profile's local frame (X = right, Y = up relative to the centerline tangent). When ``None`` a regular ``sides``-gon of the given ``radius`` is generated. closed: When ``True``, the last centerline segment loops back to the first: useful for closed tracks. The profile orientation at the join is whatever the local frame returns; for racetracks pre-join the geometry yourself if you need smooth continuity. Returns: A ``Mesh`` with positions, normals (vertex-averaged from face normals), texcoords (V along the path, U around the ring), and triangle indices. ``factory_spec`` is set so the mesh round-trips through the scene serialiser. Example:: track = Mesh.extrude_path( centerline=[(0, 0, 0), (5, 0.5, -1), (8, 0, -6)], sides=12, radius=0.8, ) """ pts = np.asarray(centerline, dtype=np.float32).reshape(-1, 3) if len(pts) < 2: raise ValueError( f"extrude_path requires at least 2 centerline points, got {len(pts)}", ) # Generate the cross-section profile in (X, Y): circle is the default. if profile is None: angles = np.linspace(0.0, math.tau, sides, endpoint=False, dtype=np.float32) profile_2d = np.stack([np.cos(angles) * radius, np.sin(angles) * radius], axis=1) else: profile_2d = np.asarray(profile, dtype=np.float32).reshape(-1, 2) if len(profile_2d) < 3: raise ValueError( f"profile must have at least 3 points, got {len(profile_2d)}", ) sides = len(profile_2d) if closed and not np.allclose(pts[0], pts[-1]): pts = np.vstack([pts, pts[:1]]) n_path = len(pts) # Tangents per centerline point: central difference for interior, # forward / backward at endpoints. tangents = np.zeros_like(pts) tangents[0] = pts[1] - pts[0] tangents[-1] = pts[-1] - pts[-2] if n_path > 2: tangents[1:-1] = pts[2:] - pts[:-2] norms = np.linalg.norm(tangents, axis=1, keepdims=True) tangents = np.divide(tangents, norms, where=norms > 1e-6, out=tangents) # Build a stable local frame using parallel transport: pick an # arbitrary up that isn't parallel to the first tangent. positions = np.empty((n_path * sides, 3), dtype=np.float32) normals = np.zeros_like(positions) texcoords = np.empty((n_path * sides, 2), dtype=np.float32) up = np.array([0.0, 1.0, 0.0], dtype=np.float32) if abs(float(np.dot(tangents[0], up))) > 0.95: up = np.array([1.0, 0.0, 0.0], dtype=np.float32) right = np.cross(up, tangents[0]) right /= np.linalg.norm(right) + 1e-12 up = np.cross(tangents[0], right) up /= np.linalg.norm(up) + 1e-12 for i in range(n_path): tangent = tangents[i] # Parallel-transport `up` along the tangent by removing its # component along the new tangent and re-orthogonalising. if i > 0: up = up - tangent * float(np.dot(up, tangent)) up_n = float(np.linalg.norm(up)) if up_n < 1e-6: up = np.array([0.0, 1.0, 0.0], dtype=np.float32) if abs(tangent[1]) < 0.95 \ else np.array([1.0, 0.0, 0.0], dtype=np.float32) up = up - tangent * float(np.dot(up, tangent)) up_n = float(np.linalg.norm(up)) up /= up_n right = np.cross(up, tangent) right /= np.linalg.norm(right) + 1e-12 base = i * sides v = i / max(n_path - 1, 1) for j in range(sides): px, py = float(profile_2d[j, 0]), float(profile_2d[j, 1]) positions[base + j] = pts[i] + right * px + up * py texcoords[base + j] = (j / sides, v) # Triangulate the quads connecting ring i to ring i+1. n_quads = (n_path - 1) * sides indices = np.empty(n_quads * 6, dtype=np.uint32) out = 0 for i in range(n_path - 1): for j in range(sides): a = i * sides + j b = i * sides + (j + 1) % sides c = (i + 1) * sides + j d = (i + 1) * sides + (j + 1) % sides indices[out:out + 6] = (a, b, d, a, d, c) out += 6 m = cls(positions, indices, normals=None, texcoords=texcoords) m.generate_normals() m.factory_spec = { "name": "extrude_path", "kwargs": _drop_defaults( {"centerline": pts.tolist(), "sides": sides, "radius": radius, "profile": None if profile is None else profile_2d.tolist(), "closed": closed}, {"sides": 8, "radius": 0.5, "profile": None, "closed": False}, ), } return m
[docs] @classmethod def load(cls, source: MeshSource) -> Mesh: """Load a mesh from any supported source. Currently delegates to :meth:`from_obj` (only Wavefront OBJ is supported). The check is by file extension on the resolved path. """ from simvx.core.asset_resolver import resolve_asset_path path = resolve_asset_path(source) if not path.suffix.lower() == ".obj": raise ValueError(f"Unsupported mesh format: {path!r} (only .obj is supported)") return cls.from_obj(source)
[docs] @classmethod def from_obj(cls, source: MeshSource) -> Mesh: """Load from Wavefront OBJ. Handles v/vt/vn/f directives. Accepts ``str`` / ``os.PathLike`` (filesystem path), :class:`~simvx.core.Resource` (package handle), or :class:`importlib.resources.abc.Traversable` (raw importlib.resources result). """ from simvx.core.asset_resolver import resolve_asset_path resolved = resolve_asset_path(source) raw_pos, raw_uv, raw_nrm = [], [], [] positions, texcoords, normals, indices = [], [], [], [] vertex_cache: dict[tuple, int] = {} with open(resolved) as f: for line in f: parts = line.split() if not parts: continue if parts[0] == "v": raw_pos.append([float(x) for x in parts[1:4]]) elif parts[0] == "vt": raw_uv.append([float(x) for x in parts[1:3]]) elif parts[0] == "vn": raw_nrm.append([float(x) for x in parts[1:4]]) elif parts[0] == "f": face_verts = [] for vert_str in parts[1:]: v = vert_str.split("/") key = tuple(v) if key not in vertex_cache: vertex_cache[key] = len(positions) positions.append(raw_pos[int(v[0]) - 1]) if len(v) > 1 and v[1] and raw_uv: texcoords.append(raw_uv[int(v[1]) - 1]) if len(v) > 2 and v[2] and raw_nrm: normals.append(raw_nrm[int(v[2]) - 1]) face_verts.append(vertex_cache[key]) # Triangulate (fan from first vertex) for i in range(1, len(face_verts) - 1): indices.extend([face_verts[0], face_verts[i], face_verts[i + 1]]) m = cls(positions, indices, normals or None, texcoords or None) m.factory_spec = {"name": "obj", "source": source} return m