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feat(editor): add --gen-texture-coral branching reef pattern
Water-color background with N branching coral structures that grow from the bottom edge upward. Each branch walks a curved path (random angle drift) drawing a thick stroke, splitting into thinner sub-branches at random intervals so the result reads as organic coral rather than straight lines. Iterative stack-based growth (no recursion) with split cap at 256 to bound runtime. Defaults: branchCount=12, seed=1. Useful for underwater zones, ocean floor, mer-people set dressing, swamp coral fungi. Brings the procedural texture pattern set to 31.
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@ -89,6 +89,8 @@ void printUsage(const char* argv0) {
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std::printf(" Metal with rust patches: noise blob threshold + per-pixel grain (default coverage=0.4)\n");
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std::printf(" --gen-texture-circuit <out.png> <pcbHex> <traceHex> [seed] [traceCount] [W H]\n");
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std::printf(" Sci-fi PCB pattern: orthogonal traces with right-angle turns + via dots (default 24 traces)\n");
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std::printf(" --gen-texture-coral <out.png> <waterHex> <coralHex> [seed] [branchCount] [W H]\n");
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std::printf(" Coral reef: branching tree shapes via random angle walks (default 12 branches)\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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