refactor: tree.assemble() 接管树构建,_add_polyhaven_trees 移除

把 polyhaven 树的实例化逻辑从 generate_scene.py 移到
osmassets/tree.py::assemble(),与 water/grass/scrub 的要素
注册表模式对齐。

generate_scene.py 现在只有一个 _assemble_building 残留(因为需要
make_prism / add_roof / add_wall_panel 这些 mesh 构建函数)。
后续 P2c 会把 building 也搬出去。

parity: control-1 vs p2b-unify = PARITY OK (两区域)
smoke: tree_style=polyhaven SCENE_DONE (181棵树, exit 0)
tests: 42/42 OK

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-30 09:05:14 +08:00
parent 9ddf951186
commit e8aecc7143
2 changed files with 31 additions and 40 deletions

View File

@@ -95,8 +95,33 @@ def load_tree_variants():
for obj in imported:
bpy.data.objects.remove(obj, do_unlink=True)
tris = sum(len(bm.loop_triangles) + len(lm.loop_triangles)
for bm, lm in variants)
print(f"Poly Haven tree variants loaded: {len(variants)} "
f"({tris} tris per instance)")
return variants
def assemble(positions, collection):
"""Place island_tree_01 instances at `positions`.
positions is a list of (x, y, height) tuples. Returns the number of
trees placed (0 when the model is unavailable).
"""
import math # noqa — tree.py has no top-level math import by design
variants = load_tree_variants()
if not variants:
return 0
for index, (x, y, height) in enumerate(positions):
branch_mesh, leaf_mesh = variants[index % len(variants)]
target = max(4.0, height)
factor = target / 3.2
b_obj = bpy.data.objects.new(f"Tree_PH_{index:03d}_Branch", branch_mesh)
b_obj.location = (x, y, 0.0)
b_obj.scale = (factor, factor, factor)
b_obj.rotation_euler = (0, 0, (index * 1.61803398875) % 1.0 * math.tau)
collection.objects.link(b_obj)
l_obj = bpy.data.objects.new(f"Tree_PH_{index:03d}_Leaf", leaf_mesh)
l_obj.location = (x, y, 0.0)
l_obj.scale = (factor, factor, factor)
l_obj.rotation_euler = (0, 0, (index * 1.61803398875) % 1.0 * math.tau)
collection.objects.link(l_obj)
return len(positions)