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.
This commit is contained in:
Kelsi 2026-05-09 09:06:56 -07:00
parent 43bb8d133b
commit 47b4501767
3 changed files with 120 additions and 0 deletions

View file

@ -119,6 +119,8 @@ void printUsage(const char* argv0) {
std::printf(" Lattice: ±45° diagonal grid forming diamond openings (garden trellis / mesh fence)\n");
std::printf(" --gen-texture-honeycomb <out.png> <fillHex> <borderHex> [hexSide] [W H]\n");
std::printf(" Honeycomb: hexagonal cells via Voronoi over a triangular seed lattice\n");
std::printf(" --gen-texture-cracked <out.png> <bgHex> <crackHex> [seeds] [maxLength] [W H]\n");
std::printf(" Cracked: branching random walks form fissures (mud / glass / dry earth)\n");
std::printf(" --add-texture-to-zone <zoneDir> <png-path> [renameTo]\n");
std::printf(" Copy an existing PNG into <zoneDir> (optionally renaming it on the way in)\n");
std::printf(" --gen-mesh <wom-base> <cube|plane|sphere|cylinder|torus|cone|ramp> [size]\n");