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feat(editor): add --gen-mesh-haystack terraced farm haystack
57th procedural mesh primitive. Builds a layered haystack: N stacked frustums, each smaller than the one below, with the topmost layer tapering to an apex point. The visible shelves where each layer overhangs the smaller one above read as bound straw shocks rather than the smooth silhouette --gen-mesh-pyramid produces. Per layer: vertical side wall ring (no taper within a single layer) plus a top "shelf" annulus where it meets the next layer up. Final layer is a cone fan to a single apex vertex. Closed bottom disc keeps the model a solid for collision baking — verified watertight under weld. Useful for farms, granaries, stables, harvest-festival clearings, druid groves with bound bundles. Default 3 layers at 12 sides reads cleanly at typical NPC scale.
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3 changed files with 176 additions and 1 deletions
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@ -216,6 +216,8 @@ void printUsage(const char* argv0) {
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std::printf(" Woodpile: 6 cylindrical logs in a 3-2-1 pyramid stack along Z axis (default 0.10/0.80/12)\n");
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std::printf(" --gen-mesh-canopy <wom-base> [width] [depth] [height] [postR] [panelT] [drape]\n");
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std::printf(" Canopy: 4-post awning with flat top panel and optional drape lips (default 1.6/1.2/2.0/0.05/0.03/0.15)\n");
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std::printf(" --gen-mesh-haystack <wom-base> [baseR] [height] [layers] [sides]\n");
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std::printf(" Haystack: terraced stack of N frustums tapering to an apex point (default 0.6/0.9/3/12)\n");
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std::printf(" --gen-mesh-table <wom-base> [width] [depth] [height] [legThick] [topThick]\n");
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std::printf(" Table: flat top slab on 4 corner legs (default 1.6/1.0/0.85/0.10/0.06)\n");
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std::printf(" --gen-mesh-lamppost <wom-base> [poleH] [poleT] [baseSize] [lanternSize] [lanternH]\n");
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