53rd procedural texture: N rays radiating from the texture
center. Each pixel computes its angle via atan2 and finds
the angular distance to the nearest ray axis (handling the
±π wrap so rays around the seam are continuous). Pixels
inside any ray's angular band get the ray color.
Brightness tapers linearly with distance from center: 1.0
at the hub, 0.4 at the texture diagonal — gives sun-rays
that fade as they extend outward instead of reading as
infinite lines.
Useful for sun motifs, holy/divine symbols, paladin
insignias, mage-robe trim, mosaic medallion centers,
shrine floor inlays, and any "radiant glory" surface.
Sibling of --bake-wom-collision for buildings. Walks every
group in a WOB, optionally welds vertices PER GROUP (groups
are intentionally separate — rooms with portals between them,
so welding across groups would fuse walls that should remain
distinct collision surfaces), and appends each to a single
WoweeCollision via WoweeCollisionBuilder::addMesh.
Same flag surface as the WOM variant: optional [out.woc]
output path, --weld <eps> for per-group vertex merge,
--steep <deg> for the walkable/steep slope cutoff.
Smoke tested on a 1-group cube WOB: 8 verts → 12-triangle
WOC with proper bounds (-1,-1,-1)..(1,1,1) and walkable/
steep classification matching the cube face orientations.
58th procedural mesh primitive. Builds a wooden waterside
dock from axis-aligned boxes:
• flat plank deck slab spanning length × width at deckT
thickness, sitting at deckHeight off the ground
• N pairs of square pilings under the long edges, evenly
spaced from end to end
• pilings inset by pilingW so the deck overhangs slightly
(the standard "boards rest ON TOP of the posts" look)
Distinct from --gen-mesh-bridge which arches OVER an
obstacle — a dock walks straight out from a shoreline on
stilts to the water. Useful for fishing villages, port
warehouses, lake settlements, ferry stations, smuggler
hideouts.
Watertight under weld (--audit-watertight passes): pilings
sit below the deck overhang and don't share corners with it.
52nd procedural texture: water-surface caustics via four
superimposed sine waves running along x, y, x+y, and x-y.
Each wave is taken in absolute value before multiplication
so peaks shine on either side of the wave centerline,
giving the bright-line interference network you see on a
pool floor or sunlit shallow streambed.
Two-color lerp from bgHex (depth) to hiHex (highlight).
Default 24-pixel period reads at the right scale for water-
plane underlay; pass a smaller period for tighter ripple.
Useful as the floor texture under transparent water
volumes, magic-fountain pools, fish-tank ground plates,
ritual scrying basins, and any "submerged surface seen
through clear water" effect.
Walk every .wom under <zoneDir|projectDir>, run the welded
watertight check from cli_weld + the same edge-analysis as
--info-mesh-stats, and report PASS/FAIL with the per-mesh
failure detail (boundary / non-manifold edge counts).
Exit code is the number of failures (capped at 255), so
CI pipelines can gate on `--audit-watertight $project` and
fail the build if any mesh isn't a closed solid.
Smoke-tested over 61 procedurally-generated WOMs:
• 49 PASS — most stand-alone primitives are watertight
• tent_fixed FAIL with 5 boundary edges = the intentional
door cutout (correct surface count)
• woodpile / bed / well variants FAIL with non-manifold
edges = adjacent stacked cylinders/legs sharing corners
(correct geometry callout)
Defaults to weld eps 1e-4 — a good balance for procedural
output where positions are exact rationals at typical scales.
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.
51st procedural texture: two interleaved sinusoidal strands
running along the Y axis. Each strand's X position oscillates
as W/4·sin(2π·y/period); the second strand is phase-shifted
by π so the two snake around each other forming the classic
helical twist of a tightened rope.
Within each strand, brightness rises from 0.55 at the edge
to 1.0 at the centerline (cos² falloff) — gives the rounded
3D appearance of cylindrical fibers without a separate
shadow pass.
Useful for hanging ropes, ship rigging, tied-bundle textures,
suspension bridges, market-stall awning ties, and any
"twisted cord" surface where a flat color would read as
ribbon rather than rope.
Default 24-pixel period with 8-pixel strands renders cleanly
at 256x256 with about 10 visible twists.
Convert any WOM mesh into a WOC collision file via
WoweeCollisionBuilder::addMesh, with optional --weld <eps>
that merges shared positions into a single canonical index
before baking. The weld pass is what makes per-face-shaded
procedural primitives produce a properly indexed collision
mesh — adjacent faces that previously authored 4 unique
verts per face now share 1 corner across all incident
faces, so raycasts can traverse edges naturally.
Also accepts --steep <deg> to control the walkable/steep
classification threshold (default 50° from horizontal,
matching the terrain pipeline).
Smoke-tested end-to-end:
• firepit: 240 verts → WOC with 120 tris (20 walkable
floor, 20 steep stone walls, rest neutral)
• tent_solid: 18 verts welds to 6, produces 8-tri WOC
• canopy: 216 → 56 weld, 108 tris, 30° steep cut
Pairs naturally with --info-mesh-stats --weld for
collision-quality QA before baking.
56th procedural mesh primitive. Builds a rectangular awning
on 4 corner posts with a flat overhead panel and optional
drape lips hanging down from each edge:
• 4 corner posts inset by postR so their outer faces line
up flush with the panel edges above
• flat panel slab spanning the full footprint, sitting on
top of the posts
• optional drape lips on all four panel edges (set drape=0
for a clean flat-top canopy with no hanging fabric)
All axis-aligned boxes; the no-drape variant is fully
watertight (verified via --info-mesh-stats --weld). Useful
for market-square stalls, vendor stations, alchemist booths,
caravan rest stops, and tournament viewing platforms.
Add --info-wob-stats reporting per-group + aggregate
triangle counts, surface area, edge analysis, and watertight
check for WOB buildings. Same flag surface as --info-mesh-stats
including --weld <eps> for true topological closure check
on per-face-vertex meshes.
Also fixes a correctness bug in the weld implementation
of --info-mesh-stats: the previous code used a 64-bit hash
of the quantized position as the equality key, which gave
false-positive collisions that incorrectly merged distinct
vertices. A unit cube's 8 corners collapsed to 2 positions
under the buggy hash. Replace with std::map keyed on the
actual quantized (qx, qy, qz) tuple so equality is exact.
Re-verified: cube 8→8 watertight YES; firepit 240→80
watertight YES (was wrongly reporting 56 unique with 48
non-manifold edges); tent_solid 18→6 watertight YES;
tent_fixed 21→9 with 5 boundary edges at the door perimeter
(correct — door is intentionally open).
50th procedural texture: smooth cosine ridges that lerp
between bgHex (trough) and hiHex (crest) over a configurable
period. Direction defaults to vertical ridges (wave varies
along X) — the standard corrugated-sheet-metal-roof look —
with optional horizontal mode for siding panels and pipe
texturing.
Useful for sheet-metal roofing, corrugated-iron walls,
sci-fi paneling, and any "ridged plate" surface where the
existing flat --gen-texture-metal would read as too uniform.
Default 16px period at 256x256 reads cleanly with about 16
ridges across the tile.
55th procedural mesh primitive. Builds the classic 3-2-1
firewood pyramid:
• 3 cylindrical logs along the bottom row, sitting on
the ground at radii apart
• 2 logs nestled in the gaps of the bottom row
• 1 log crowning the pile
Vertical step uses cos(30°) = sqrt(3)/2 so adjacent logs
touch tangentially, giving the close-packed look of a real
chopped-wood stack. Logs lie horizontally along the Z axis
with closed end caps; sides parameter controls cross-
section smoothness (default 12, range 6..64).
Pairs naturally with --gen-mesh-firepit and --gen-mesh-tent
for outdoor camp / homestead / lumberyard set dressing.
49th procedural texture: horizontal plank-floor pattern.
Each plank gets:
• a hash-derived per-plank brightness offset (-24..+24)
so adjacent boards read as separate pieces of wood
rather than one long stripe
• a 1px horizontal seam at its bottom edge
• a 1px vertical end-seam at a hash-jittered x position,
staggering plank ends across rows
• optional darker grain streaks at evenly-spaced columns
(jittered per plank so the pattern doesn't grid-align)
Useful for inn/tavern floors, ship deck planking, bridge
surfaces, market-stall counters, and any wood-floor surface
where the existing single-grain --gen-texture-wood would
read as one giant board.
Default 16px plank height with 5 grain streaks gives a
recognizable floor at 256x256 without aliasing.
Reports total surface area, per-triangle area histogram
(min/max/mean/median), edge analysis (boundary / manifold /
non-manifold counts), watertight check, and degenerate
triangle count for a single WOM.
Watertightness here is the topological notion: every edge
must be shared by exactly 2 triangles via shared vertex
indices. This is what collision bakes and physics queries
actually need — visually-closed primitives whose adjacent
faces don't weld vertices will (correctly) report as
non-watertight.
Already caught a real defect in handleTent's door-fan
triangulation: the fan covers the door cutout area with
a stray triangle and leaves a vertex unreferenced.
Edge analysis is gated by triCount <= 2M to keep the
unordered_map bounded for huge baked terrain meshes.
54th procedural mesh primitive. Builds a recognizable
campfire setup from axis-aligned boxes only:
• ring of N stone cubes evenly placed at radius ringR
around the firepit center, sitting on the ground
• two crossed log boxes at the center (one along X,
one along Z, slightly raised) — the unmistakable
visual cue separating a firepit from a generic
decorative stone ring
Pairs naturally with --gen-mesh-tent for outdoor camp
set dressing (Horde encampments, Defias hideouts, scout
overlooks). Default 0.5-radius ring with 8 stones reads
cleanly at 1:1 player scale.
48th procedural texture: brick-offset ring outlines. Even
and odd rows are shifted by half a cell width so each ring
interlocks visually with its neighbors above and below —
the classic chainmail-armor pattern. Each pixel is tested
against the nearest ring center; if its distance lies
inside [ringR - strokeW/2, ringR + strokeW/2] it's
painted as the ring color, otherwise background.
Useful for armor textures (mail tunics, helms, gauntlets),
metallic fabric set dressing on guard NPCs, and dungeon
gate/grate textures. Default ring radius 5 on a 14x10
brick spacing reads cleanly at 256x256 without aliasing.
53rd procedural mesh primitive. Builds a watertight A-frame
tent:
• two sloped roof panels meeting at a ridge that runs along
the X axis
• two triangular gables sealing the ends
• optional inverted-V door notch carved out of the +X gable
(parameterized by doorH and doorW; either set to 0 disables
the cutout for a solid gable)
• bottom face for collision-bake watertightness
Useful set dressing for Horde encampments, troll camps,
Defias bandit hideouts, scout/quartermaster overlooks, and
generic outdoor quest hubs.
Default footprint 1.6 x 1.0 with 0.9 ridge height and a
0.5 x 0.4 door notch — all dimensions overridable on the CLI.
47th procedural texture: knit fabric V-stitch — each stitch
occupies a cellW x cellH cell holding the V-shape made by
two diagonal strokes meeting at the apex (cellW/2, 0) and
dropping to the cell's bottom corners. Cells tile contiguously
in both axes giving the iconic chevron-zigzag appearance of
knitted fabric stitches.
Useful for sweater fabric, woolly NPC clothing, blanket
textures, mitten/scarf set dressing, dwarven knitwork.
Defaults to 16x12 cells with 2-px stroke width.
58th procedural mesh: 5-box double archway — 3 vertical posts
(left / shared center / right) plus 2 horizontal lintels each
spanning one opening. Pairs with the existing single
--gen-mesh-archway for plaza approaches, double-door tomb
fronts, formal garden entrances, paired temple entries.
Defaults to 1.40m × 2 openings with 2.40m opening height
(~3.16m total width × 2.60m height including lintels).
Splits the 138-line static-local kArgRequired array (the list
of flags requiring positional args) into a new
cli_arg_required.{hpp,cpp} module with extern linkage. Then
moves the three meta handlers that depended on it out of
main.cpp into cli_introspect.cpp:
- --validate-cli-help (uses the array for self-check)
- --version / -v (3-line printf)
- --help / -h (1-line passthrough)
main.cpp shrinks by 191 lines (677 to 486). Both the early
missing-argument detector in main() and --validate-cli-help
in cli_introspect.cpp now share one source of truth for the
arg-required list.