nfsGeometryCube: Quick Guide to Setup and ParametersnfsGeometryCube is a compact, versatile geometry utility used in procedural modeling and 3D engine pipelines for generating cube-based primitives with extended parameterization. This guide explains installations, core concepts, detailed parameter descriptions, common workflows, examples, and troubleshooting tips to help you integrate nfsGeometryCube into your projects quickly.
What is nfsGeometryCube?
nfsGeometryCube creates cube primitives that can be customized beyond a simple box: per-face subdivisions, non-uniform scaling, face-specific materials/UVs, edge chamfers, and procedural deformation hooks. It often appears as a module/plugin in 3D authoring tools or as a library in rendering/physics engines, letting artists and developers generate optimized cube meshes programmatically.
Installation & Integration
- If nfsGeometryCube is distributed as a plugin: install it using your host application’s plugin manager or by copying the plugin package into the application’s extensions folder, then restart the app.
- If it’s a library (npm, pip, etc.): install via the package manager. Example (replace with actual package name as needed):
- npm:
npm install nfs-geometry-cube
- pip:
pip install nfsGeometryCube
- npm:
- For engines without package managers, add the source file to your project and include/import it where needed.
After installation, confirm availability by creating a new cube primitive via the host UI or by instantiating the cube class in code.
Core Concepts
- Anchor point: the cube’s origin/ pivot; can be centered or aligned to a face or edge.
- Dimensions: width, height, depth — controls the cube’s size on each axis.
- Segments/subdivisions: per-axis subdivisions that determine vertex density.
- Face attributes: per-face UVs, materials, visibility toggles.
- Edge chamfer/bevel: softens edges by adding geometry around corners.
- Deformation hooks: callbacks or modifiers for procedural tweaks (noise, taper, bend).
- Export options: generate smooth/flat normals, tangent space, and LOD-friendly topology.
Parameters — Detailed Reference
Below are common parameters found in nfsGeometryCube implementations. Names may vary slightly across versions; consult your version’s docs for exact names.
-
width (float)
- What it does: sets the cube size along the X axis.
- Typical range: >0. Default: 1.
-
height (float)
- What it does: sets the cube size along the Y axis.
- Typical range: >0. Default: 1.
-
depth (float)
- What it does: sets the cube size along the Z axis.
- Typical range: >0. Default: 1.
-
segmentsX / widthSegments (int)
- What it does: number of subdivisions across the width.
- Use for tessellation, deformation, and correct shading.
- Typical range: 1–64. Default: 1.
-
segmentsY / heightSegments (int)
- Similar to segmentsX but along the Y axis.
-
segmentsZ / depthSegments (int)
- Similar to segmentsX but along the Z axis.
-
pivot / anchor (enum or vector)
- Options: center, bottom, top, custom vector.
- Affects placement and transformations.
-
faceVisibility (array[6] of bool)
- Toggle visibility per face (useful for hollow structures).
-
faceMaterialIndices (array[6] of int)
- Assign a material index to each face for multi-material meshes.
-
faceUVs (array[6] of rect or mapping])
-
chamfer / bevel (float)
- What it does: radius of the edge bevel; 0 = sharp edges.
- Adds geometry; increases vertex/triangle count.
-
chamferSegments (int)
- Number of segments used to approximate the bevel curve.
-
smoothingGroups / flatShading (bool)
- Choose between flat or smooth shading per face or entire mesh.
-
generateNormals (bool)
- Toggle auto-generation of normals.
-
generateTangents (bool)
- Useful when using normal maps.
-
twoSided (bool)
- Make faces double-sided (duplicate vertices with inverted normals).
-
deformationCallback (function)
- A hook to apply per-vertex modifications (noise, twist, taper).
- Typical signature: fn(vertices, uvs, normals, params).
-
lodLevels (int or array)
- Precompute multiple LODs for performance in real-time engines.
-
vertexColor (bool or array)
- Support for per-vertex color data.
Common Workflows
- Quick primitive
- Instantiate with default dimensions (1,1,1), set materials, export.
- High-detail sculpt base
- Increase segments to 32+ per axis, export to sculpting tool (ZBrush, Blender).
- Game-ready asset
- Use segments = 1 (or minimal), apply chamfer = small value, generate tangents, export as FBX with multiple material slots.
- Procedural variation
- Use deformationCallback to apply per-vertex noise and random per-instance parameters to create a library of variations.
- Hollow container
- Disable one or more faces with faceVisibility, flip normals for inside-out rendering if needed.
Code Examples
Example pseudocode for creating a basic cube and applying a chamfer and UVs:
import { nfsGeometryCube } from 'nfs-geometry-cube'; const cube = new nfsGeometryCube({ width: 2, height: 1, depth: 1.5, segmentsX: 2, segmentsY: 2, segmentsZ: 2, chamfer: 0.05, chamferSegments: 3, pivot: 'center', generateTangents: true }); cube.applyFaceMaterials([0,1,1,0,2,2]); scene.add(cube.mesh);
Example deformation callback (pseudo):
cube.deformationCallback = function(vertices, uvs, normals, params){ for (let i=0;i<vertices.length;i++){ const v = vertices[i]; const noise = snoise(v.x*1.5, v.y*1.5, v.z*1.5); v.x += noise * 0.02; v.y += noise * 0.02; } return {vertices, uvs, normals}; };
Performance Considerations
- More segments + chamfers = more triangles. Keep segments low for real-time use.
- Prefer normal maps for surface detail instead of heavy subdivision when targeting games.
- Use LODs for distant objects; generate simplified meshes by reducing segments and removing bevels.
- Bake vertex colors or ambient occlusion into textures for runtime efficiency.
UV Mapping Tips
- For simple boxes, use a 6-face unwrap layout: each face occupies a portion of the UV square.
- For pixel-perfect texture alignment, set consistent texel density across faces.
- When using atlases, assign faceMaterialIndices to map multiple materials onto a single mesh and lay out UVs to avoid overlap.
- For mirrored or tiled faces, manually adjust UV scale/offset per-face.
Troubleshooting
- Visible seams: check UV seams and normals; re-generate normals or split vertex normals per face for crisp edges.
- Unexpectedly high polycount: disable chamfer or reduce chamferSegments; lower segment counts.
- Normal map artifacts: ensure tangents are generated and UVs are non-overlapping.
- Flipped normals/culling issues: check face winding order and twoSided parameter, flip normals if necessary.
Frequently Asked Questions
- Can I create non-cubic rectangular prisms?
- Yes — set width, height, and depth independently.
- Can faces have different materials?
- Yes — use faceMaterialIndices or assign materials per-face in your exporter.
- Is there support for exporting to FBX/GLTF?
- Most implementations provide exporters or you can convert the mesh in your host application.
Example Use Cases
- Level-blocking: fast, parameterized blocks for game prototyping.
- Asset pipelines: base mesh generator for modular kitbash parts.
- Procedural cities: generate building blocks with varied dimensions and chamfers.
- Baking workflows: create high-detail cube variants for normal map baking.
Final Notes
nfsGeometryCube is straightforward in concept but powerful in practice when its parameters are used together: combine subdivisions for deformation, chamfers for shading fidelity, and per-face controls for UV/material workflows. Start with conservative defaults and iterate: small changes to segments or chamfer can dramatically affect polycount and shading.
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