5-box composite: low pedestal slab + seat block + tall
vertical backrest at -Z + 2 small armrests on the +X/-X
sides. Pedestal is wider than the seat for a stable
foundation, seat thickness is 30% of total seat height.
Defaults: seatW=0.8, seatH=0.5, backH=1.5, pedSize=1.2.
Useful for throne rooms, hero seats, judgement halls,
royal court set dressing. Brings the procedural mesh
primitive set to 37.
Square cage frame: top + bottom thin slabs + 4 corner posts
(thicker than bars) + N evenly-spaced bars per side. Bars on
each side span perpendicular to that side's plane so the
cage reads as enclosed from any viewing angle.
Defaults: width=1.5, height=2.0, barsPerSide=5, barR=0.04.
Useful for prison cells, animal pens, dungeon set dressing,
caged exhibits. Brings the procedural mesh primitive set to 36.
Stack of N square blocks with alternating widths: even-indexed
blocks (0, 2, 4...) get full base width, odd blocks (1, 3, 5...)
get 70% — gives the carved-segment look characteristic of
totem poles.
Defaults: baseW=0.5, 5 segments, segH=0.5. Useful for tribal
zones, druid groves, fairgrounds, primitive village markers.
Brings the procedural mesh primitive set to 35.
6-component composite: square base slab + 4 cylindrical
pillars (12-segment, inset by pillarR so they sit fully on
the base) + flat roof slab on top with 5% overhang past the
base footprint. Pillars + roof create an open canopy.
Defaults: size=1.5, pillarH=2, pillarR=0.1, roofT=0.15.
Useful for wayside shrines, gazebos, well covers, market
stalls, religious altars in temples. Brings the procedural
mesh primitive set to 34.
Milestone: kArgRequired entries reaches 300.
Three-box composite: long thin seat plank on top + 2 leg
slabs at the ends (positioned at 90% along the bench length
to leave a small overhang on each side). Legs are vertical
Y-aligned slabs spanning the full height from floor to
bottom-of-seat, ~5% of bench length thick.
Defaults: length=1.5, seatY=0.5, seatT=0.06, seatW=0.4. Useful
for taverns, plazas, roadside rest stops, council halls.
Brings the procedural mesh primitive set to 33.
Two-box composite: a wider low base + a vertical tablet
centered on top. Base is deeper than tablet (1.5×) and base
height is 20% of tablet height — proportions that read as a
stable foundation supporting an upright stone.
Defaults: tablet 0.6×1.0×0.15, base width 0.8. Useful for
graveyards, undead zones, memorial set dressing, ruined
chapel courtyards. Brings the procedural mesh primitive set
to 32.
Composite banner: 12-segment vertical pole cylinder with top
and bottom caps + a rectangular flag attached at the top of
the pole, draped along -Z. The flag is two-sided (front faces
+X, back faces -X) so it reads from both viewing angles
without needing backface-culling-disabled materials.
Defaults: poleH=3, poleR=0.05, flagW=0.8, flagH=1.2. Useful
for guild halls, faction territory markers, military camps,
parade dressing. Brings the procedural mesh primitive set
to 31.
Composite cart: rectangular bed box + 2 axis-along-Z cylindrical
wheels mounted on each side at the bottom of the bed. Each wheel
has 16 angular segments + front/back caps. Bed sits at y=wheelR
so the wheels touch the ground at y=0.
Defaults: 1.6×0.8×0.5 bed, wheelR=0.35. Useful for medieval
village clutter, market scenes, NPC vendor decoration. Brings
the procedural mesh primitive set to 30.
Composite mushroom: 12-segment cylindrical stalk + 16×8
hemisphere cap on top (top half of a UV sphere). Cap radius
is independent of stalk radius so the silhouette can match
anything from a slim toadstool to a wide morel. Stalk has a
bottom cap and the hemisphere's lower edge is sealed against
a flat -Y disc (the "gills") so the mesh is watertight from
all viewing angles.
Defaults: stalkR=0.1, stalkH=0.6, capR=0.4. Useful for
forest decoration, swamp zones, fairy-ring set dressing.
Brings the procedural mesh primitive set to 29.
Moves the bare --gen-mesh dispatcher (cube/plane/sphere/cylinder/
torus/cone/ramp internal switch — 391 lines) and the related
--gen-mesh-textured handler (~72 lines) into the existing
cli_gen_mesh.cpp module.
The bare --gen-mesh handler renamed to handleMeshDispatch since
'handleMesh' would shadow the dispatcher class. --gen-mesh-textured
matched first in the dispatch chain to keep the longer-name
convention consistent with --gen-texture-noise vs -noise-color.
main.cpp drops 21,526 → 21,061 lines (-465). Behavior verified
by re-running --gen-mesh cube/sphere/torus.
Moves stairs, grid, disc, tube, capsule, arch, pyramid, fence,
and tree into the existing cli_gen_mesh.cpp module. Together
with the 12 composite props extracted in 00754941 and the
anvil added in cd4bdfec, the module now contains 22 of the
28 procedural mesh primitives.
Remaining mesh handlers in main.cpp: --gen-mesh dispatcher
(cube/plane/sphere/cylinder/torus/cone/ramp), --gen-mesh-from-
heightmap, --gen-mesh-textured. Those have specialized I/O or
embedded sub-dispatch and will move in a follow-up batch.
main.cpp drops 22,681 → 21,526 lines (-1,155). Behavior
verified by re-running stairs/disc/fence/tree.
Composite anvil silhouette: 4-step pedestal (wide base → narrow
waist → wide cap → flat work face), each step a single addBox
call, plus a 4-vertex tapered prism for the horn extending in
+X past the face. The prism's 4 side triangles converge to a
single tip vertex (the horn point), with a sealed base square
behind it.
Defaults: length=1.0, width=0.4, hornLen=0.5, bodyH=0.5. Useful
for blacksmith shops, dwarven forges, weapon-crafting set
dressing. Brings the procedural mesh primitive set to 28.
Added directly to cli_gen_mesh.cpp — proves the modular file
accepts new primitives the same way as extracted ones.
Moves the recently-added composite-prop mesh handlers (rock,
pillar, bridge, tower, house, fountain, statue, altar, portal,
archway, barrel, chest) into their own translation unit. These
12 handlers were the most contiguous block of similar-shaped
mesh code in main.cpp.
Other mesh handlers (--gen-mesh dispatcher, fence, tree, grid,
stairs, disc, tube, capsule, arch, pyramid, from-heightmap,
textured) still live in main.cpp and may be migrated in
subsequent batches.
main.cpp drops 24,270 → 22,681 lines (-1,589). Behavior
verified by re-running rock/chest/archway/fountain.