feat: replace ship and ball placeholder meshes with Blender-modeled assets

Ship gets a greebled hull, tapered nose, swept canopy, twin engine nacelles,
and tail fin (built via the vendored Blender MCP, generator committed at
tools/blender/gen_ship.py) in place of the 5 flat primitives. The ball is
fully remodeled as a smooth round sphere with a crossed emissive accent
pattern (gen_ball.py), replacing the old flat-shaded gold_ball rather than
just tweaking its material.

Node names (Nose/TailFin) are preserved for Ship._apply_team_color(), and
the RigidBody3D/CollisionShape3D physics on both ship.tscn and ball.tscn are
untouched so RL-trained bots and flight feel stay valid. Each part's mesh is
extracted to a standalone .res (tools/blender/extract_meshes.gd) rather than
referenced via glb::ArrayMesh_xxx sub-paths, which don't reliably resolve
across scene files and were silently rendering both models invisible.
This commit is contained in:
Josh Creek
2026-08-03 22:39:46 +01:00
parent 50c2014361
commit 1eb5a3188d
34 changed files with 881 additions and 91 deletions
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@@ -39,21 +39,7 @@ import_script/path=""
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@@ -1,6 +1,6 @@
[gd_scene load_steps=5 format=3 uid="uid://27u3tdc5yqnl"]
[ext_resource type="ArrayMesh" uid="uid://ucw1lyo43yi4" path="res://assets/models/gold_ball.res" id="1_ct1s3"]
[ext_resource type="ArrayMesh" path="res://assets/models/ball.res" id="1_ball"]
[ext_resource type="Script" path="res://scripts/ball.gd" id="2_ball"]
[sub_resource type="SphereShape3D" id="SphereShape3D_c5p07"]
@@ -24,5 +24,5 @@ metadata/_edit_group_ = true
shape = SubResource("SphereShape3D_c5p07")
[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 2.08165e-12, 2.08165e-12, 2.08165e-12)
mesh = ExtResource("1_ct1s3")
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0, 0)
mesh = ExtResource("1_ball")
+21 -58
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@@ -1,58 +1,17 @@
[gd_scene load_steps=13 format=3 uid="uid://p07epxnh8wwp"]
[ext_resource type="Script" uid="uid://dyq1n7q1bqjps" path="res://scripts/ship.gd" id="1_efag7"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_hull.res" id="2_hull"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_nose.res" id="3_nose"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_canopy.res" id="4_canopy"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_tailfin.res" id="5_talfin"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_engine_l.res" id="6_enginel"]
[ext_resource type="ArrayMesh" path="res://assets/models/ship_engine_r.res" id="7_enginer"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_ship"]
friction = 0.1
bounce = 0.15
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hull"]
albedo_color = Color(0.35, 0.37, 0.42, 1)
metallic = 0.6
roughness = 0.4
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_accent"]
albedo_color = Color(0.25, 0.55, 1, 1)
metallic = 0.3
roughness = 0.5
emission_enabled = true
emission = Color(0.25, 0.55, 1, 1)
emission_energy_multiplier = 0.35
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_canopy"]
albedo_color = Color(0.15, 0.85, 1, 1)
metallic = 0.8
roughness = 0.1
emission_enabled = true
emission = Color(0.15, 0.85, 1, 1)
emission_energy_multiplier = 0.5
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_engine"]
albedo_color = Color(1, 0.55, 0.15, 1)
emission_enabled = true
emission = Color(1, 0.55, 0.15, 1)
emission_energy_multiplier = 2.0
[sub_resource type="BoxMesh" id="BoxMesh_hull"]
material = SubResource("StandardMaterial3D_hull")
size = Vector3(1, 0.75, 2.7)
[sub_resource type="PrismMesh" id="PrismMesh_nose"]
material = SubResource("StandardMaterial3D_accent")
size = Vector3(1, 1.4, 0.75)
[sub_resource type="BoxMesh" id="BoxMesh_canopy"]
material = SubResource("StandardMaterial3D_canopy")
size = Vector3(0.55, 0.28, 0.8)
[sub_resource type="BoxMesh" id="BoxMesh_fin"]
material = SubResource("StandardMaterial3D_accent")
size = Vector3(0.1, 0.5, 0.8)
[sub_resource type="BoxMesh" id="BoxMesh_engine"]
material = SubResource("StandardMaterial3D_engine")
size = Vector3(0.7, 0.5, 0.25)
[sub_resource type="BoxShape3D" id="BoxShape3D_dsjou"]
size = Vector3(1, 1, 4)
@@ -63,24 +22,28 @@ inertia = Vector3(1, 1, 1)
script = ExtResource("1_efag7")
[node name="Hull" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.125, 0.35)
mesh = SubResource("BoxMesh_hull")
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
mesh = ExtResource("2_hull")
[node name="Nose" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0, 1, 0, -1, 0, 0, -0.125, -1.3)
mesh = SubResource("PrismMesh_nose")
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0)
mesh = ExtResource("3_nose")
[node name="Canopy" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.36, -0.5)
mesh = SubResource("BoxMesh_canopy")
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0.31, -0.55)
mesh = ExtResource("4_canopy")
[node name="TailFin" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 1.25)
mesh = SubResource("BoxMesh_fin")
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0.24, 0.72)
mesh = ExtResource("5_talfin")
[node name="EngineGlow" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.125, 1.85)
mesh = SubResource("BoxMesh_engine")
[node name="EngineGlowL" type="MeshInstance3D" parent="."]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -0.42, -0.05, 0.95)
mesh = ExtResource("6_enginel")
[node name="EngineGlowR" type="MeshInstance3D" parent="."]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0.42, -0.05, 0.95)
mesh = ExtResource("7_enginer")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource("BoxShape3D_dsjou")
+1 -1
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@@ -47,5 +47,5 @@ A subagent ran the game and critiqued arena_02 head-on against Rocket League 2 i
- [ ] **Particle lighting response for the nebula dust ("weather") effect** (no models — particle material/shader only). The `NebulaDust` `GPUParticles3D` motes are generic soft glow sprites with no lighting interaction, no depth-based fade, and no secondary motion (no sparkle/color shift).
Prompt: "In `arena_02.tscn`'s `NebulaDust` particle system, replace the current unshaded glow-sprite material with a custom shader that fakes lighting response — note the sprites are camera-facing billboards, so they have no fixed world-space normal and true per-pixel PBR lighting won't behave like it would on a solid mesh. A practical approach: derive a fake per-pixel normal from the quad's local UV (as if each sprite were a small sphere/puff, same trick used for 2D lit particle effects) and light that against the directional light + a fixed 'glow color' bias toward the nebula core direction, rather than relying on the mesh's real (camera-facing) normal. Add soft-particle depth fade (compare particle depth to the depth buffer) so motes don't hard-clip through the boundary/decoration geometry, and add subtle per-particle brightness flicker via the color ramp or shader for sparkle. Verify visually via godot-mcp screenshots that the dust reads as lit rather than flat-glowing, from a couple of different camera angles (billboard lighting tricks can look wrong from some angles even when right from others)."
- [ ] **Ship + ball visual pass** (Blender remodel — explicit models to make). The ship (`Game/objects/ship.tscn`) is *not* a single placeholder box — it's already 5 separate primitive `MeshInstance3D` parts (`Hull` a `BoxMesh`, `Nose` a `PrismMesh`, `Canopy` and `EngineGlow` boxes, `TailFin` a thin box), several with emission already (the cyan canopy, the orange `EngineGlow`, team-tinted `Nose`/`TailFin`). It's the same underlying critique as everything else, though: plain primitives, no greebling/panel detail, no imported model — just built further already than the write-up above implied.
- [x] **Ship + ball visual pass**: `Game/objects/ship.tscn`'s 5 primitives replaced with a Blender-greebled hull/nose/canopy/tailfin/twin nacelles (source `Game/assets/blender_models/ship.blend`, generator `tools/blender/gen_ship.py`); ball fully remodeled as a smooth round icosphere with a crossed emissive accent pattern (`ball.blend`, `gen_ball.py`) rather than just a material tweak, replacing the old flat-shaded `gold_ball`. `Nose`/`TailFin` node names preserved for `_apply_team_color()`; `CollisionShape3D`/`RigidBody3D` physics on both ship and ball untouched (verified). Each part's mesh is extracted to a standalone `.res` (`tools/blender/extract_meshes.gd`) rather than referenced via `glb::ArrayMesh_xxx`, which doesn't reliably resolve across scene files. Verified via in-game screenshots (both team colors, orientation) and headless runs of `free_play`/`training`/`match`.
Prompt: "Using the blender MCP, model an actual low-poly-but-detailed ship hull (greebled fuselage panel lines, a proper cockpit canopy shape, 1-2 engine nacelles with emissive exhaust glow) to replace `Game/objects/ship.tscn`'s current 5 primitive `MeshInstance3D` parts (`Hull`/`Nose`/`Canopy`/`TailFin`/`EngineGlow`), built the same procedural way as the arena decoration (bpy/bmesh primitives + bevels + inset/extrude detail — kept original, no borrowed/asset-store art). Two hard constraints this must respect: (1) **`scripts/ship.gd`'s `_apply_team_color()` recolors two child nodes by exact name, `get_node_or_null(\"Nose\")` and `get_node_or_null(\"TailFin\")`, at runtime per-team** (team 0 blue, team 1 orange, set via `game_mode.gd`'s `ship.team = team`) — either keep two `MeshInstance3D` parts of the new model literally named `Nose` and `TailFin` so this keeps working untouched, or update `_apply_team_color()`'s node-name list in the same change if the new model's parts are named differently; don't let this silently break. (2) **Do not touch `ship.tscn`'s single `CollisionShape3D` (`BoxShape3D`, size `1 x 1 x 4`) or the `RigidBody3D`'s `mass = 5.0`/`inertia = (1,1,1)`/`physics_material_override`** — those are exactly what the trained RL bots and flight feel are tuned against (per CLAUDE.md). Keep the new visual mesh's silhouette reasonably close to that `1 x 1 x 4` box so the ship doesn't visually stick out of or float inside its own collision bounds. Separately, audit the existing gold ball's material (`Game/assets/models/gold_ball.glb`/`.res`, referenced from `Game/objects/ball.tscn`'s `MeshInstance3D` with no scene-level material override, so its look currently comes entirely from whatever's embedded in the imported mesh) and upgrade it to a proper metallic/emissive-accent PBR look if it turns out flat/unshaded once the lighting pass above lands — don't assume it needs work without checking first. Verify both visually (screenshot, including a look at team-color recoloring in Match/Spectate) and via a headless run of `free_play.tscn`/`training.tscn` to confirm physics/RL behavior is unaffected."
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## Extracts baked ArrayMesh resources out of the per-part ship/ball glb files
## into standalone .res files, which is what ship.tscn/ball.tscn actually
## reference (see gen_ship.py/gen_ball.py for why: a fresh glTF import's
## PackedScene wraps its single mesh object in a synthetic Node3D root, so
## the mesh itself needs pulling out to be usable as a direct MeshInstance3D
## child of Ship/Ball).
##
## Run after re-exporting the glbs from Blender (gen_ship.py / gen_ball.py):
## godot --headless --path Game --script ../tools/blender/extract_meshes.gd
## (from the repo root; adjust the relative --script path to wherever you run
## the command from). Overwrites the existing ship_*.res / ball.res files.
extends SceneTree
const SOURCES = {
"res://assets/models/ship_hull.glb": "res://assets/models/ship_hull.res",
"res://assets/models/ship_nose.glb": "res://assets/models/ship_nose.res",
"res://assets/models/ship_canopy.glb": "res://assets/models/ship_canopy.res",
"res://assets/models/ship_tailfin.glb": "res://assets/models/ship_tailfin.res",
"res://assets/models/ship_engine_l.glb": "res://assets/models/ship_engine_l.res",
"res://assets/models/ship_engine_r.glb": "res://assets/models/ship_engine_r.res",
"res://assets/models/ball.glb": "res://assets/models/ball.res",
}
func _initialize() -> void:
for glb_path in SOURCES:
var res_path: String = SOURCES[glb_path]
var packed: PackedScene = load(glb_path)
var instance: Node = packed.instantiate()
var mesh_node: MeshInstance3D = instance.get_child(0)
var err := ResourceSaver.save(mesh_node.mesh, res_path)
print("%s -> %s (err=%d)" % [glb_path, res_path, err])
instance.free()
quit()
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"""Procedurally generates the Cosmic Clash match ball model.
Run inside Blender (e.g. via the blender-mcp `execute_blender_code` tool, or
`blender --background --python gen_ball.py`). Builds a single "Ball" mesh
object: a smooth-shaded, undeformed high-resolution icosphere (every vertex
stays exactly on the radius-1.0 sphere, so the silhouette is perfectly round
and matches the untouched SphereShape3D collision) with a metallic gold body
and a pair of crossed emissive "energy seam" rings applied purely via
per-face material assignment — no geometry is pushed off the sphere, unlike
an earlier beveled/faceted revision that read as an angular gem rather than
a round ball.
Built at native radius 1.0 to match `ball.tscn`'s existing MeshInstance3D
scale of 0.5 (world radius 0.5). Keep this convention if regenerating, so
`ball.tscn` doesn't need its scale transform changed.
After running this script, run `extract_meshes.gd` (in this same directory)
inside Godot to produce `ball.res`, which is what `ball.tscn` actually
references — not `ball.glb` directly. A glTF import's PackedScene wraps its
mesh object in a synthetic Node3D root, and referencing a named sub-mesh of
that scene via `path.glb::ArrayMesh_xxx` from a *different* .tscn doesn't
reliably resolve (it silently returns a null mesh unless that exact glTF
scene has already been instanced elsewhere first) — extracting a standalone
`.res` avoids that entirely.
"""
import bpy
import bmesh
BLEND_PATH = "Game/assets/blender_models/ball.blend"
GLB_PATH = "Game/assets/models/ball.glb"
def new_mesh_object(name, bm):
mesh = bpy.data.meshes.new(name)
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new(name, mesh)
bpy.context.collection.objects.link(obj)
return obj
def clear_scene():
for obj in list(bpy.data.objects):
if obj.type in {"MESH", "EMPTY"}:
bpy.data.objects.remove(obj, do_unlink=True)
for block in list(bpy.data.meshes):
if block.users == 0:
bpy.data.meshes.remove(block)
for block in list(bpy.data.materials):
if block.users == 0:
bpy.data.materials.remove(block)
def build_ball_mesh():
bm = bmesh.new()
# No bevel/inset — geometry stays an undeformed sphere so the silhouette
# is perfectly round; all surface detail below is material-only.
bmesh.ops.create_icosphere(bm, subdivisions=4, radius=1.0)
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
ball = new_mesh_object("Ball", bm)
for p in ball.data.polygons:
p.use_smooth = True
return ball
def make_material(name, base_rgb, metallic, roughness, emission_rgb=None, emission_strength=0.0):
existing = bpy.data.materials.get(name)
if existing:
bpy.data.materials.remove(existing)
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
bsdf.inputs["Base Color"].default_value = (*base_rgb, 1.0)
bsdf.inputs["Metallic"].default_value = metallic
bsdf.inputs["Roughness"].default_value = roughness
if emission_rgb is not None:
bsdf.inputs["Emission Color"].default_value = (*emission_rgb, 1.0)
bsdf.inputs["Emission Strength"].default_value = emission_strength
return mat
def assign_materials(ball):
mat_body = make_material("Mat_GoldBody", (0.85, 0.65, 0.15), 0.92, 0.18)
mat_accent = make_material(
"Mat_GoldAccent", (1.0, 0.85, 0.4), 0.7, 0.2, (1.0, 0.8, 0.35), 3.0
)
ball.data.materials.clear()
ball.data.materials.append(mat_body) # 0
ball.data.materials.append(mat_accent) # 1
# Two crossed great-circle "energy seam" rings, selected purely by face
# center position — a deliberate accent pattern rather than random speckle,
# with zero effect on vertex positions.
for p in ball.data.polygons:
cx, _, cz = p.center
on_equator_ring = abs(cz) < 0.09
on_meridian_ring = abs(cx) < 0.09
p.material_index = 1 if (on_equator_ring or on_meridian_ring) else 0
def build_ball():
clear_scene()
ball = build_ball_mesh()
assign_materials(ball)
def export(repo_root):
import os
blend_path = os.path.join(repo_root, BLEND_PATH)
glb_path = os.path.join(repo_root, GLB_PATH)
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
bpy.ops.object.select_all(action="SELECT")
bpy.ops.export_scene.gltf(
filepath=glb_path,
export_format="GLB",
use_selection=True,
export_apply=True,
export_materials="EXPORT",
)
if __name__ == "__main__":
import os
repo_root = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
build_ball()
export(repo_root)
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"""Procedurally generates the Cosmic Clash ship hull model.
Run inside Blender (e.g. via the blender-mcp `execute_blender_code` tool, or
Blender's own script editor / `blender --background --python gen_ship.py`).
Builds six named mesh objects — Hull, Nose, Canopy, TailFin, EngineGlowL,
EngineGlowR — greebled from bmesh primitives (bevel + inset/extrude), saves
ship.blend, then exports each part as its OWN glb file (ship_hull.glb,
ship_nose.glb, etc.) rather than one combined file.
Why per-part files: Godot cannot reliably resolve a single named sub-mesh
out of a multi-object glTF via `path.glb::ArrayMesh_xxx` addressing from a
*different* .tscn — that syntax only resolves once the whole glTF scene has
already been instanced elsewhere in the same session; a fresh load of just
that ext_resource reference silently returns a null mesh. Exporting one
object per glb file avoids that (each file's root is a clean, individually
loadable node), but each still imports as a synthetic Node3D wrapper with
ONE MeshInstance3D child — not the MeshInstance3D itself. `ship.tscn` needs
the mesh nodes as *direct* children of the Ship root (see node-name note
below), so after running this script, run `extract_meshes.gd` (in this same
directory) inside Godot to pull each part's ArrayMesh out into its own
`.res` file — that's what `ship.tscn` actually references.
Node names matter: `scripts/ship.gd`'s `_apply_team_color()` recolors direct
children of the Ship node named exactly "Nose" and "TailFin" at runtime, so
those two object names must be preserved.
Orientation: empirically, Blender's -Y axis (this script builds the nose at
-Y) maps to Godot's **+Z** on glTF export (not -Z as the naive Blender-Z-up
vs. Godot-Y-up mapping might suggest) — verified in-engine, not assumed.
Since ship forward is Godot -Z (see `ship.gd`), `ship.tscn` applies a
180-degree rotation (`Transform3D(-1,0,0, 0,1,0, 0,0,-1, ...)`) to every
part's instance node to correct this. If you regenerate the parts, that
correction stays in `ship.tscn` — don't rebuild it into the Blender geometry
too, or the two fixes will cancel out and the ship will face backwards again.
Silhouette budget: the ship's RigidBody3D collision shape (`ship.tscn`,
BoxShape3D) is (1, 1, 4) in Godot space — X width, Y height, Z length. In
this script's local (pre-export) space X=width, Y=length (nose at -Y),
Z=height, and the budget is X +-0.5, Y(length) +-2.0, Z(height) +-0.5. The
built silhouette is kept reasonably close to that budget, not an exact fit
(matching the original primitive ship, which was also slightly over at a
few extremities).
"""
import math
import random
import bmesh
import bpy
from mathutils import Matrix, Vector
BLEND_PATH = "Game/assets/blender_models/ship.blend"
PART_GLB_PATHS = {
"Hull": "Game/assets/models/ship_hull.glb",
"Nose": "Game/assets/models/ship_nose.glb",
"Canopy": "Game/assets/models/ship_canopy.glb",
"TailFin": "Game/assets/models/ship_tailfin.glb",
"EngineGlowL": "Game/assets/models/ship_engine_l.glb",
"EngineGlowR": "Game/assets/models/ship_engine_r.glb",
}
def new_mesh_object(name, bm):
mesh = bpy.data.meshes.new(name)
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new(name, mesh)
bpy.context.collection.objects.link(obj)
return obj
def remove_object(name):
obj = bpy.data.objects.get(name)
if obj:
mesh = obj.data
bpy.data.objects.remove(obj, do_unlink=True)
if mesh.users == 0:
bpy.data.meshes.remove(mesh)
def clear_scene():
for obj in list(bpy.data.objects):
if obj.type in {"MESH", "EMPTY"}:
bpy.data.objects.remove(obj, do_unlink=True)
for block in list(bpy.data.meshes):
if block.users == 0:
bpy.data.meshes.remove(block)
for block in list(bpy.data.materials):
if block.users == 0:
bpy.data.materials.remove(block)
def build_hull():
random.seed(7)
bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1.0)
# Full dims: width 0.9, length 2.6, height 0.6 (collision budget is 1 x 4 x 1 full)
bmesh.ops.scale(bm, vec=(0.9, 2.6, 0.6), verts=bm.verts)
bm.edges.ensure_lookup_table()
long_edges = [e for e in bm.edges if (e.verts[0].co - e.verts[1].co).length > 2.0]
bmesh.ops.bevel(bm, geom=long_edges, offset=0.1, segments=3, affect="EDGES")
bm.faces.ensure_lookup_table()
panel_target_faces = [f for f in bm.faces if abs(f.normal.z) > 0.6 or abs(f.normal.x) > 0.6]
edges_to_cut = list({e for f in panel_target_faces for e in f.edges})
bmesh.ops.subdivide_edges(bm, edges=edges_to_cut, cuts=3, use_grid_fill=True)
def greeble_pass(seed, fraction, thickness, depth_range):
random.seed(seed)
bm.faces.ensure_lookup_table()
candidates = [
f
for f in bm.faces
if (abs(f.normal.z) > 0.55 or abs(f.normal.x) > 0.55) and 0.01 < f.calc_area() < 0.35
]
random.shuffle(candidates)
chosen = candidates[: max(1, int(len(candidates) * fraction))]
for f in chosen:
if not f.is_valid:
continue
res = bmesh.ops.inset_individual(bm, faces=[f], thickness=thickness)
new_faces = res["faces"]
if new_faces:
nf = new_faces[0]
depth = random.uniform(*depth_range)
bmesh.ops.translate(bm, verts=nf.verts, vec=nf.normal * depth)
greeble_pass(seed=7, fraction=1 / 3, thickness=0.02, depth_range=(-0.03, 0.022))
greeble_pass(seed=42, fraction=0.25, thickness=0.018, depth_range=(-0.028, 0.018))
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
return new_mesh_object("Hull", bm)
def build_nose():
random.seed(11)
bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1.0)
bmesh.ops.scale(bm, vec=(0.82, 0.25, 0.5), verts=bm.verts)
bmesh.ops.translate(bm, vec=(0.0, -1.425, 0.0), verts=bm.verts)
def front_face():
bm.faces.ensure_lookup_table()
return min(bm.faces, key=lambda f: f.calc_center_median().y)
# Stage 1 taper: extrude forward, narrow to ~half width/height.
f = front_face()
r = bmesh.ops.extrude_face_region(bm, geom=[f])
new_verts = [v for v in r["geom"] if isinstance(v, bmesh.types.BMVert)]
bmesh.ops.translate(bm, verts=new_verts, vec=(0, -0.32, 0.02))
pivot = sum((v.co for v in new_verts), Vector()) / len(new_verts)
bmesh.ops.scale(bm, verts=new_verts, vec=(0.5, 1.0, 0.55), space=Matrix.Translation(-pivot))
# Stage 2 taper: extrude further to a near-point tip.
bm.faces.ensure_lookup_table()
f2 = front_face()
r2 = bmesh.ops.extrude_face_region(bm, geom=[f2])
new_verts2 = [v for v in r2["geom"] if isinstance(v, bmesh.types.BMVert)]
bmesh.ops.translate(bm, verts=new_verts2, vec=(0, -0.28, 0.0))
pivot2 = sum((v.co for v in new_verts2), Vector()) / len(new_verts2)
bmesh.ops.scale(bm, verts=new_verts2, vec=(0.08, 1.0, 0.08), space=Matrix.Translation(-pivot2))
bm.edges.ensure_lookup_table()
sharp_edges = [e for e in bm.edges if e.calc_face_angle(1.0) > 0.35]
bmesh.ops.bevel(bm, geom=sharp_edges, offset=0.02, segments=2, affect="EDGES")
bm.faces.ensure_lookup_table()
side_faces = [f for f in bm.faces if abs(f.normal.x) > 0.5 and f.calc_area() > 0.01][:2]
for f in side_faces:
if not f.is_valid:
continue
res = bmesh.ops.inset_individual(bm, faces=[f], thickness=0.02)
nf = res["faces"][0] if res["faces"] else None
if nf:
bmesh.ops.translate(bm, verts=nf.verts, vec=nf.normal * -0.015)
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
return new_mesh_object("Nose", bm)
def build_canopy():
bm = bmesh.new()
bmesh.ops.create_icosphere(bm, subdivisions=2, radius=0.3)
bm.faces.ensure_lookup_table()
faces_to_del = [f for f in bm.faces if f.calc_center_median().z < -0.02]
bmesh.ops.delete(bm, geom=faces_to_del, context="FACES")
bm.edges.ensure_lookup_table()
boundary_edges = [e for e in bm.edges if len(e.link_faces) == 1]
if boundary_edges:
bmesh.ops.holes_fill(bm, edges=boundary_edges)
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
# Swept teardrop canopy: wider, stretched fore-aft, low profile, tapered at the rear.
for v in bm.verts:
v.co.x *= 1.5
v.co.y *= 2.2
v.co.z *= 0.82
if v.co.y > 0:
t = min(v.co.y / 0.62, 1.0)
v.co.z *= 1.0 - 0.35 * t
v.co.x *= 1.0 - 0.25 * t
obj = new_mesh_object("Canopy", bm)
# Front-upper on the hull; kept low so the top stays close to the +-0.5 height budget.
obj.location = (0.0, -0.55, 0.31)
return obj
def build_nacelle(name, x_offset):
bm = bmesh.new()
bmesh.ops.create_cone(
bm, cap_ends=True, cap_tris=False, segments=12, radius1=0.11, radius2=0.095, depth=0.85
)
# Cone is built along Z by default; rotate -90 deg about X to align its axis with Y (length).
rot = Matrix.Rotation(-math.pi / 2, 4, "X")
bmesh.ops.transform(bm, matrix=rot, verts=bm.verts)
bm.edges.ensure_lookup_table()
ring_edges = [
e
for e in bm.edges
if len(e.link_faces) == 2 and abs(e.verts[0].co.y - e.verts[1].co.y) < 0.01
]
if ring_edges:
bmesh.ops.bevel(bm, geom=ring_edges, offset=0.012, segments=2, affect="EDGES")
obj = new_mesh_object(name, bm)
# Rear of the ship, flanking the hull, slightly below centerline.
obj.location = (x_offset, 0.95, -0.05)
return obj
def build_tailfin():
bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1.0)
bmesh.ops.scale(bm, vec=(0.06, 0.65, 0.42), verts=bm.verts)
# Sweep the top-rear edge back, taper the top edge thin.
for v in bm.verts:
if v.co.z > 0:
v.co.y += 0.16 if v.co.y > 0 else 0.04
v.co.x *= 0.35
bm.edges.ensure_lookup_table()
sharp_edges = [e for e in bm.edges if e.calc_face_angle(1.0) > 0.3]
bmesh.ops.bevel(bm, geom=sharp_edges, offset=0.012, segments=2, affect="EDGES")
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
obj = new_mesh_object("TailFin", bm)
obj.location = (0.0, 0.72, 0.24)
return obj
def make_material(name, base_rgb, metallic, roughness, emission_rgb=None, emission_strength=0.0):
existing = bpy.data.materials.get(name)
if existing:
bpy.data.materials.remove(existing)
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
bsdf.inputs["Base Color"].default_value = (*base_rgb, 1.0)
bsdf.inputs["Metallic"].default_value = metallic
bsdf.inputs["Roughness"].default_value = roughness
if emission_rgb is not None:
bsdf.inputs["Emission Color"].default_value = (*emission_rgb, 1.0)
bsdf.inputs["Emission Strength"].default_value = emission_strength
return mat
def assign_materials():
mat_hull = make_material("Mat_Hull", (0.35, 0.37, 0.42), 0.6, 0.4)
# Accent starts team-blue; Ship._apply_team_color() overrides this per-team at runtime.
mat_accent = make_material("Mat_Accent", (0.25, 0.55, 1.0), 0.3, 0.5, (0.25, 0.55, 1.0), 0.9)
mat_canopy = make_material("Mat_Canopy", (0.15, 0.85, 1.0), 0.8, 0.1, (0.15, 0.85, 1.0), 1.4)
mat_nacelle_body = make_material("Mat_NacelleBody", (0.22, 0.24, 0.28), 0.7, 0.35)
mat_engine_glow = make_material(
"Mat_EngineGlow", (1.0, 0.55, 0.15), 0.1, 0.4, (1.0, 0.55, 0.15), 4.0
)
def assign_single(obj_name, mat):
obj = bpy.data.objects[obj_name]
obj.data.materials.clear()
obj.data.materials.append(mat)
assign_single("Hull", mat_hull)
assign_single("Nose", mat_accent)
assign_single("TailFin", mat_accent)
assign_single("Canopy", mat_canopy)
for name in ["EngineGlowL", "EngineGlowR"]:
obj = bpy.data.objects[name]
obj.data.materials.clear()
obj.data.materials.append(mat_nacelle_body) # slot 0: body
obj.data.materials.append(mat_engine_glow) # slot 1: rear exhaust glow cap
polys = obj.data.polygons
max_y = max(p.center.y for p in polys)
for p in polys:
p.material_index = 1 if p.center.y > max_y - 0.01 else 0
def build_ship():
clear_scene()
build_hull()
build_nose()
build_canopy()
build_nacelle("EngineGlowL", -0.42)
build_nacelle("EngineGlowR", 0.42)
build_tailfin()
assign_materials()
def export(repo_root):
import os
blend_path = os.path.join(repo_root, BLEND_PATH)
bpy.ops.wm.save_as_mainfile(filepath=blend_path)
for obj_name, rel_path in PART_GLB_PATHS.items():
bpy.ops.object.select_all(action="DESELECT")
obj = bpy.data.objects[obj_name]
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
bpy.ops.export_scene.gltf(
filepath=os.path.join(repo_root, rel_path),
export_format="GLB",
use_selection=True,
export_apply=True,
export_materials="EXPORT",
)
print("Exported per-part glbs. Now run extract_meshes.gd inside Godot")
print("to produce the ship_*.res files that ship.tscn references.")
if __name__ == "__main__":
import os
# Assumes this script lives at <repo_root>/tools/blender/gen_ship.py.
repo_root = os.path.abspath(os.path.join(os.path.dirname(__file__), "..", ".."))
build_ship()
export(repo_root)