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314 lines (279 loc) · 9.89 KB
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#!/usr/bin/env python3
"""
Generate a simple procedural 3D model for Victor's head
Creates a cyberpunk-styled helmet with basic geometry
Output: glTF 2.0 (.glb) format for Godot
"""
import json
import struct
import base64
import math
def create_victor_head_gltf():
"""Create a simple geometric head model for Victor"""
# Define vertices for a simple helmet shape
# Using a combination of cylinders and boxes to create angular helmet
vertices = []
normals = []
uvs = []
indices = []
# Create main helmet body (angular cylinder)
segments = 8 # 8-sided for angular look
height = 1.0
radius_top = 0.35
radius_bottom = 0.4
# Top cap
for i in range(segments):
angle = (i / segments) * 2 * math.pi
x = math.cos(angle) * radius_top
z = math.sin(angle) * radius_top
y = height / 2
vertices.extend([x, y, z])
normals.extend([0, 1, 0])
uvs.extend([i / segments, 1.0])
# Bottom cap
for i in range(segments):
angle = (i / segments) * 2 * math.pi
x = math.cos(angle) * radius_bottom
z = math.sin(angle) * radius_bottom
y = -height / 2
vertices.extend([x, y, z])
normals.extend([0, -1, 0])
uvs.extend([i / segments, 0.0])
# Center top
vertices.extend([0, height / 2, 0])
normals.extend([0, 1, 0])
uvs.extend([0.5, 1.0])
center_top_idx = len(vertices) // 3 - 1
# Center bottom
vertices.extend([0, -height / 2, 0])
normals.extend([0, -1, 0])
uvs.extend([0.5, 0.0])
center_bottom_idx = len(vertices) // 3 - 1
# Create indices for helmet
# Top cap triangles
for i in range(segments):
next_i = (i + 1) % segments
indices.extend([center_top_idx, i, next_i])
# Bottom cap triangles
for i in range(segments):
next_i = (i + 1) % segments
indices.extend([center_bottom_idx, segments + next_i, segments + i])
# Side quads
for i in range(segments):
next_i = (i + 1) % segments
# Triangle 1
indices.extend([i, segments + i, next_i])
# Triangle 2
indices.extend([next_i, segments + i, segments + next_i])
# Add eyes (simple spheres)
eye_offset = 0.15
eye_forward = 0.3
eye_up = 0.1
eye_radius = 0.08
eye_segments = 8
# Left eye
eye_base_idx = len(vertices) // 3
for lat in range(eye_segments):
lat_angle = (lat / eye_segments) * math.pi
for lon in range(eye_segments):
lon_angle = (lon / eye_segments) * 2 * math.pi
x = eye_radius * math.sin(lat_angle) * math.cos(lon_angle) - eye_offset
y = eye_radius * math.cos(lat_angle) + eye_up
z = eye_radius * math.sin(lat_angle) * math.sin(lon_angle) + eye_forward
vertices.extend([x, y, z])
# Normal for sphere
nx = math.sin(lat_angle) * math.cos(lon_angle)
ny = math.cos(lat_angle)
nz = math.sin(lat_angle) * math.sin(lon_angle)
normals.extend([nx, ny, nz])
uvs.extend([lon / eye_segments, lat / eye_segments])
# Eye indices (simplified)
for lat in range(eye_segments - 1):
for lon in range(eye_segments):
next_lon = (lon + 1) % eye_segments
i1 = eye_base_idx + lat * eye_segments + lon
i2 = eye_base_idx + lat * eye_segments + next_lon
i3 = eye_base_idx + (lat + 1) * eye_segments + lon
i4 = eye_base_idx + (lat + 1) * eye_segments + next_lon
indices.extend([i1, i3, i2])
indices.extend([i2, i3, i4])
# Convert to bytes
vertex_bytes = struct.pack(f'{len(vertices)}f', *vertices)
normal_bytes = struct.pack(f'{len(normals)}f', *normals)
uv_bytes = struct.pack(f'{len(uvs)}f', *uvs)
index_bytes = struct.pack(f'{len(indices)}H', *indices)
# Combine all buffers
buffer_data = vertex_bytes + normal_bytes + uv_bytes + index_bytes
# Calculate offsets
vertex_offset = 0
normal_offset = len(vertex_bytes)
uv_offset = normal_offset + len(normal_bytes)
index_offset = uv_offset + len(uv_bytes)
# Create glTF structure
gltf = {
"asset": {
"version": "2.0",
"generator": "Victor Visual Engine - Procedural Model Generator"
},
"scene": 0,
"scenes": [
{
"nodes": [0]
}
],
"nodes": [
{
"mesh": 0,
"name": "VictorHead"
}
],
"meshes": [
{
"primitives": [
{
"attributes": {
"POSITION": 0,
"NORMAL": 1,
"TEXCOORD_0": 2
},
"indices": 3,
"material": 0
}
],
"name": "VictorHelmet"
}
],
"materials": [
{
"name": "VictorMaterial",
"pbrMetallicRoughness": {
"baseColorFactor": [0.15, 0.15, 0.2, 1.0],
"metallicFactor": 0.9,
"roughnessFactor": 0.3
},
"emissiveFactor": [0.0, 0.8, 0.8]
}
],
"accessors": [
{
"bufferView": 0,
"componentType": 5126, # FLOAT
"count": len(vertices) // 3,
"type": "VEC3",
"max": [max(vertices[i::3]) for i in range(3)],
"min": [min(vertices[i::3]) for i in range(3)]
},
{
"bufferView": 1,
"componentType": 5126,
"count": len(normals) // 3,
"type": "VEC3"
},
{
"bufferView": 2,
"componentType": 5126,
"count": len(uvs) // 2,
"type": "VEC2"
},
{
"bufferView": 3,
"componentType": 5123, # UNSIGNED_SHORT
"count": len(indices),
"type": "SCALAR"
}
],
"bufferViews": [
{
"buffer": 0,
"byteOffset": vertex_offset,
"byteLength": len(vertex_bytes),
"target": 34962 # ARRAY_BUFFER
},
{
"buffer": 0,
"byteOffset": normal_offset,
"byteLength": len(normal_bytes),
"target": 34962
},
{
"buffer": 0,
"byteOffset": uv_offset,
"byteLength": len(uv_bytes),
"target": 34962
},
{
"buffer": 0,
"byteOffset": index_offset,
"byteLength": len(index_bytes),
"target": 34963 # ELEMENT_ARRAY_BUFFER
}
],
"buffers": [
{
"byteLength": len(buffer_data),
"uri": f"data:application/octet-stream;base64,{base64.b64encode(buffer_data).decode('ascii')}"
}
]
}
return gltf
def save_glb(gltf_dict, output_path):
"""Save glTF as binary .glb file"""
# Convert JSON to bytes
json_data = json.dumps(gltf_dict, separators=(',', ':')).encode('utf-8')
# Pad JSON to 4-byte boundary
json_padding = (4 - len(json_data) % 4) % 4
json_data += b' ' * json_padding
# Extract binary buffer from data URI
buffer_uri = gltf_dict['buffers'][0]['uri']
buffer_data = base64.b64decode(buffer_uri.split(',')[1])
# Pad binary to 4-byte boundary
bin_padding = (4 - len(buffer_data) % 4) % 4
buffer_data += b'\x00' * bin_padding
# Create glTF with embedded buffer (no data URI)
gltf_embedded = gltf_dict.copy()
gltf_embedded['buffers'][0] = {"byteLength": len(buffer_data)}
json_data_embedded = json.dumps(gltf_embedded, separators=(',', ':')).encode('utf-8')
json_padding = (4 - len(json_data_embedded) % 4) % 4
json_data_embedded += b' ' * json_padding
# GLB header
magic = 0x46546C67 # "glTF"
version = 2
total_length = 12 + 8 + len(json_data_embedded) + 8 + len(buffer_data)
# JSON chunk
json_chunk_length = len(json_data_embedded)
json_chunk_type = 0x4E4F534A # "JSON"
# Binary chunk
bin_chunk_length = len(buffer_data)
bin_chunk_type = 0x004E4942 # "BIN\0"
# Write GLB
with open(output_path, 'wb') as f:
f.write(struct.pack('<I', magic))
f.write(struct.pack('<I', version))
f.write(struct.pack('<I', total_length))
f.write(struct.pack('<I', json_chunk_length))
f.write(struct.pack('<I', json_chunk_type))
f.write(json_data_embedded)
f.write(struct.pack('<I', bin_chunk_length))
f.write(struct.pack('<I', bin_chunk_type))
f.write(buffer_data)
def main():
print("Generating Victor 3D model...")
gltf = create_victor_head_gltf()
# Save as .glb
output_path = "visual_engine/godot_project/models/victor_head.glb"
save_glb(gltf, output_path)
print(f"✓ Model saved to {output_path}")
# Also save as .gltf (text format) for inspection
gltf_text_path = "visual_engine/godot_project/models/victor_head.gltf"
with open(gltf_text_path, 'w') as f:
json.dump(gltf, f, indent=2)
print(f"✓ Text format saved to {gltf_text_path}")
print("\nModel details:")
print(f" Vertices: {len(gltf['accessors'][0]['max'])}")
print(f" Triangles: {gltf['accessors'][3]['count'] // 3}")
print(f" Material: Metallic PBR with teal emissive")
if __name__ == "__main__":
import sys
import os
os.chdir('/home/runner/work/Victor_Synthetic_Super_Intelligence/Victor_Synthetic_Super_Intelligence')
main()