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feat(editor): add --gen-texture-cracked branching-walk pattern
43rd procedural texture: organic crack network done via recursive random walks from N seed nuclei. Each seed spawns a crack that walks in a random direction for some length, then with 60% chance branches into one or two more cracks of half-remaining length. Most cracks die out after a step or two, a few branch into longer networks — the bias matches real-world fissure formation. Useful for cracked mud, dry earth, broken glass, weathered stone, dragon skin overlays, ice-shard effects. Defaults to 12 seeds at 40-px max length. Iterative DFS instead of true recursion so deep branching chains never blow the stack.
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@ -119,6 +119,8 @@ void printUsage(const char* argv0) {
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std::printf(" Lattice: ±45° diagonal grid forming diamond openings (garden trellis / mesh fence)\n");
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std::printf(" --gen-texture-honeycomb <out.png> <fillHex> <borderHex> [hexSide] [W H]\n");
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std::printf(" Honeycomb: hexagonal cells via Voronoi over a triangular seed lattice\n");
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std::printf(" --gen-texture-cracked <out.png> <bgHex> <crackHex> [seeds] [maxLength] [W H]\n");
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std::printf(" Cracked: branching random walks form fissures (mud / glass / dry earth)\n");
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std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
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std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
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std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");
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