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feat(editor): add --gen-texture-pinwheel sector mandala
76th procedural texture: N alternating colored triangular wedges radiating from the texture center, each subtending 2π/N radians. Each pixel computes its angle via atan2 and maps to a sector index; even sectors get color A, odd get color B. Distinct from --gen-texture-starburst (thin rays with bg between them) and --gen-texture-swirl (curved spiral arms) — pinwheel uses solid-fill alternating wedges with no bg. Useful for ceiling-decoration medallions, sun-mandala designs, magical-wheel symbols, wind-rose floor inlays, heraldic radial backgrounds, druid-circle ground markings. Default 8 sectors gives the classic pinwheel look; bump to 12-16 for finer subdivisions, or drop to 2-4 for bold quadrant patterns.
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3 changed files with 60 additions and 1 deletions
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@ -185,6 +185,8 @@ void printUsage(const char* argv0) {
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std::printf(" Lightbeam: vertical sun-ray gradient fading horizontally + vertically (sunbeam / holy radiance)\n");
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std::printf(" --gen-texture-dewdrops <out.png> <bgHex> <dropHex> [dropCount] [maxR] [seed] [W H]\n");
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std::printf(" Dewdrops: scattered translucent water drops with radial brightness (grass / glass / leaf surfaces)\n");
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std::printf(" --gen-texture-pinwheel <out.png> <aHex> <bHex> [sectors] [W H]\n");
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std::printf(" Pinwheel: alternating colored triangular wedges radiating from center (mandala / wind-rose / wheel inlay)\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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