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Quick Information
A bunch of random tools I created for my game project to help with mesh editing and generation.Includes a merge by distance operation, a feature to separate mesh islands, as well as helper functions to create physics bodies from meshes.
Mesh Tools
This is a bunch of helper functions that I've created for one of my projects.
It suffered from the worst scope creep imaginable.
Clean Up:
rebuild_csg_node
- Bakes any CSG node and all it's children into one new CSGMesh3D. The children are then removed after.
merge_by_distance
- Takes a mesh and performs a merge by distance operation on it, useful after a CSG operation.
Body Problems:
create_rigid_body_from_mesh
- Creates a RigidBody3D from a given mesh, and defaults to reasonable physics parameters if none are given.
create_static_body_from_mesh
- Creates a StaticBody3D from a given mesh, and defaults to reasonable physics parameters if none are given.
create_csg_body_from_mesh
- Creates a CSGMesh3D from a given mesh, and does not use collision by default.
set_center_of_mass
- A function that is almost mandatory to run on RigidBody3Ds generated from create_rigid_body_from_mesh
Islands:
calculate_mesh_volume
- Returns the given mesh's volume, in the cubed unit of said mesh. (typically cubic meters) It is assumed the mesh is watertight.
separate_mesh_islands
- Takes a mesh, and returns an array of all the floating mesh islands separated out of it.
There is an example scene and script that uses just about every function in the toolset.
Warning: The demo scene is very intensive, and an extreme edge case way beyond realistic applications.
Hopefully you will find this helpful in some way or another.
A bunch of random tools I created for my game project to help with mesh editing and generation.
Includes a merge by distance operation, a feature to separate mesh islands, as well as helper functions to create physics bodies from meshes.
Reviews
Quick Information
A bunch of random tools I created for my game project to help with mesh editing and generation.Includes a merge by distance operation, a feature to separate mesh islands, as well as helper functions to create physics bodies from meshes.