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feat(editor): add --gen-texture-snowflake 6-fold ice crystal
84th procedural texture: 6-fold symmetric snowflake stamp tiled per cell. Built by computing polar (r, theta) from the cell center and folding theta into a [0, pi/6] wedge, so a single arm-shape definition replicates 12 times via mirror + 60-degree rotation. Each arm is a thin sliver (sin-based perpendicular distance test) thickened at two perpendicular knobs at r = 0.40 and 0.70 of the cell-half radius — the knobs provide the classic "branched ice crystal" silhouette without needing a separate per-arm subdivision pass. A small filled center dot anchors the motif at small cell sizes where the knobs vanish. Useful for: arctic / winter zones, frost spell effects, frost-mage themed gear icons, holiday-event decoration, crystal-shrine backdrops, snowstorm overlays. Distinct from --gen-texture-snow (random tiny dots, not a patterned crystal) and --gen-texture-frost (spider-web crackle, not radial). The first 6-fold-symmetric texture in the catalogue.
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3 changed files with 88 additions and 1 deletions
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@ -142,7 +142,7 @@ const char* const kArgRequired[] = {
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"--gen-texture-scratched-metal", "--gen-texture-crackle",
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"--gen-texture-star", "--gen-texture-halftone",
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"--gen-texture-bayer", "--gen-texture-moon",
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"--gen-texture-damask",
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"--gen-texture-damask", "--gen-texture-snowflake",
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"--validate-glb", "--info-glb", "--info-glb-tree", "--info-glb-bytes",
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"--validate-jsondbc", "--check-glb-bounds", "--validate-stl",
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"--validate-png", "--validate-blp",
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@ -3500,6 +3500,90 @@ int handleKnit(int& i, int argc, char** argv) {
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return 0;
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}
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int handleSnowflake(int& i, int argc, char** argv) {
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// Snowflake: 6-fold symmetric stamp in each cell. Built
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// by computing polar (r, theta) from the cell center and
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// folding theta into a [0, pi/6] wedge so a single
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// arm-shape definition replicates 12 times via mirror +
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// 60-degree rotation. Each arm is a thin sliver thickened
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// by two knob-like bumps at fixed radii for the classic
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// "branched ice crystal" silhouette. The 84th procedural
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// texture.
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//
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// Useful for: arctic / winter zones, ice spell effects,
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// frost-mage themed gear icons, holiday-event decoration,
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// crystal-shrine backdrops, snowstorm overlays.
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std::string outPath = argv[++i];
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std::string bgHex = argv[++i];
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std::string fgHex = argv[++i];
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int cell = 64;
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int W = 256, H = 256;
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parseOptInt(i, argc, argv, cell);
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parseOptInt(i, argc, argv, W);
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parseOptInt(i, argc, argv, H);
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if (W < 1 || H < 1 || W > 8192 || H > 8192 ||
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cell < 8 || cell > 1024) {
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std::fprintf(stderr,
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"gen-texture-snowflake: invalid dims (W/H 1..8192, cell 8..1024)\n");
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return 1;
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}
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uint8_t br_, bg_, bb_, fr, fg_, fb_;
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if (!parseHexOrError(bgHex, br_, bg_, bb_,
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"gen-texture-snowflake")) return 1;
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if (!parseHexOrError(fgHex, fr, fg_, fb_,
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"gen-texture-snowflake")) return 1;
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std::vector<uint8_t> pixels(static_cast<size_t>(W) * H * 3, 0);
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const float halfCell = cell * 0.5f;
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const float armWidth = halfCell * 0.06f;
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const float bumpWidth = halfCell * 0.18f;
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const float bumpRadius = halfCell * 0.08f;
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const float pi3 = 3.14159265358979323846f / 3.0f;
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const float pi6 = pi3 * 0.5f;
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for (int y = 0; y < H; ++y) {
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for (int x = 0; x < W; ++x) {
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int tx = x % cell;
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int ty = y % cell;
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float dx = tx - halfCell;
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float dy = ty - halfCell;
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float r = std::sqrt(dx * dx + dy * dy);
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float rNorm = r / halfCell;
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// Fold theta into [0, pi/6] for 12-fold symmetry
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// (6 mirrored arms, each spanning 60 deg).
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float theta = std::atan2(dy, dx);
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float thetaMod = std::fmod(theta + pi6 + 100 * pi3, pi3) - pi6;
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float thetaWedge = std::fabs(thetaMod);
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// Distance from the nearest arm axis (folded space).
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float armDist = r * std::sin(thetaWedge);
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bool inMainArm = (rNorm < 0.85f) && (armDist < armWidth);
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// Two perpendicular knobs at r = 0.40 and 0.70 of
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// the cell-half. Within the knob radius we widen
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// the arm so the snowflake gets its branched look.
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bool inKnob =
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(rNorm < 0.85f) &&
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(std::fabs(r - 0.40f * halfCell) < bumpRadius ||
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std::fabs(r - 0.70f * halfCell) < bumpRadius) &&
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(armDist < bumpWidth);
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// Small filled center dot anchors the motif at
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// tiny cell sizes where the knobs vanish.
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bool centerDot = r < halfCell * 0.10f;
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bool isMotif = inMainArm || inKnob || centerDot;
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uint8_t r8, g8, b8;
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if (isMotif) {
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r8 = fr; g8 = fg_; b8 = fb_;
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} else {
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r8 = br_; g8 = bg_; b8 = bb_;
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}
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setPixelRGB(pixels, W, x, y, r8, g8, b8);
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}
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}
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if (!savePngOrError(outPath, W, H, pixels,
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"gen-texture-snowflake")) return 1;
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printPngWrote(outPath, W, H);
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std::printf(" bg/fg : %s / %s\n", bgHex.c_str(), fgHex.c_str());
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std::printf(" cell : %d px\n", cell);
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return 0;
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}
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int handleDamask(int& i, int argc, char** argv) {
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// Damask: classic ornate-wallpaper motif — a 4-petal
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// flower shape (one peak at each cell N/S/E/W) plus a
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@ -6102,6 +6186,7 @@ constexpr TextureEntry kTextureTable[] = {
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{"--gen-texture-bayer", 3, handleBayer},
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{"--gen-texture-moon", 3, handleMoon},
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{"--gen-texture-damask", 3, handleDamask},
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{"--gen-texture-snowflake", 3, handleSnowflake},
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};
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} // namespace
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@ -201,6 +201,8 @@ void printUsage(const char* argv0) {
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std::printf(" Moon disc with optional crescent shadow (phase 0=full, =moonR=half, >moonR=crescent)\n");
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std::printf(" --gen-texture-damask <out.png> <bgHex> <fgHex> [cell] [W H]\n");
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std::printf(" Damask: 4-petal floral motif tiled per cell (palace wallpaper / noble-faction tapestry)\n");
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std::printf(" --gen-texture-snowflake <out.png> <bgHex> <fgHex> [cell] [W H]\n");
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std::printf(" Snowflake: 6-fold symmetric ice crystal stamped per cell (winter zones / frost spell effects)\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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