Commit ed168a7
authored
feat: add collision-hull-proxy example (compound convex collision) (#96)
Game prop pipelines (engines generally, FiveM/GTA-style prop workflows
specifically) ingest collision as a compound of convex pieces, each under
a per-piece face budget. This example builds a fire hydrant street prop
and its four-piece collision compound — each piece a bmesh.ops.convex_hull
of a coarse sec(pi/n)-inflated cage — and proves per piece, from closed
forms: render-vertex containment (5.9e-08), hull convexity, watertightness,
positive signed volume, Euler characteristic 2, and the 255-face budget.
A hull of the dense render mesh measures 368 faces — over budget — which
is why pipelines hull cages, and why proud details cost cage rows while
concave grooves are free.
Falsified: post-hull render edit (exit 3, escape 0.730000), flipped
winding (exit 5, volume -0.968858), deleted face (exit 4, 3 border
edges). Check output byte-identical on Blender 4.5.11 LTS and 5.1.2.
Signed-off-by: fOuttaMyPaint <TMhospitalitystrategies@gmail.com>1 parent 6af80dd commit ed168a7
12 files changed
Lines changed: 1400 additions & 3 deletions
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- .cursor-plugin
- .github/workflows
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- assets
- collision-hull-proxy
- contact-sheets
- examples
- collision-hull-proxy
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