Fifth themed mesh pack after camp / blacksmith / village /
temple. Cemetery scene emitting a 7-primitive burial yard:
• grave — filled plot mound
• tombstone — marker stone
• coffin — above-ground or open
• statue — mourning angel / patron deity
• stone-bench — for visitors and mourners
• gravel-pile — loose earth from a fresh dig
• cage — fence section / mausoleum gate
Together these form the standard town-edge burial yard
when arranged in a zone. Composite-pack catalogue now:
camp + blacksmith + village + temple + graveyard.
All 7 outputs validate clean. --list-packs surfaces 10
composite flags total (5 mesh packs + the pre-existing
zone/project starter packs).
73rd procedural mesh primitive. Open-top mining cart on
4 wheel boxes:
• bin: 5-piece basin construction (bottom slab + 4
perimeter walls), same arrangement as
--gen-mesh-water-trough
• wheels: 4 cube boxes at the corners, inset by
wheelInset and sitting on the ground (y from 0 to
2*wheelR)
• bin sits on top of the wheels at y = 2*wheelR
All axis-aligned — exercises every shared helper. Useful
for mines, dwarven forges, gnomish junk-yards, abandoned-
tunnel set dressing, salvage scenes.
Default 0.9 × 0.5 m bin with 0.08-radius wheels gives the
classic narrow-gauge ore-cart silhouette. The 4-wall basin
construction (verified via --info-mesh-stats: 6 non-manifold
edges at the wall corners — same as --gen-mesh-water-trough's
expected branchy edges) means the cart can hold collision-
visible ore inside if a content author drops in another
primitive.
Two related changes:
• --list-packs walks kArgRequired and surfaces every flag
matching --gen-*-pack (excluding --gen-mesh-* and
--gen-texture-* which are individual primitives). Sister
command to --list-primitives. Auto-tracks new packs as
they're added — no parallel registry.
• --gen-temple-pack composite — temple/shrine ritual hall
(altar + shrine + brazier + pillar + statue + portal +
podium). Fourth themed mesh pack after camp / blacksmith /
village.
list-packs now surfaces 9 composites including the pre-
existing zone-* / project-starter packs that match the
naming convention. All 7 temple-pack outputs validate clean.
72nd procedural mesh primitive. Long stone bench from 3
axis-aligned boxes:
• horizontal seat slab spanning the full length on top
• 2 vertical block supports near the ends, inset by
supportInset from each end so the seat slab overhangs
them slightly (the standard "seat rests on legs" look)
Distinct from --gen-mesh-bench (wooden 4-leg construction
with thinner pieces) — this is the heavier stone variant
for parks, temple courtyards, ruined cities, dwarven mead
halls, library-courtyard reading nooks.
Watertight under weld (verified 54 manifold edges, 0
boundary, 0 non-manifold). Default 2.0 m × 0.4 m bench at
0.45 m sit height reads at adult-human proportions.
Uses every shared helper added in recent batches —
new gen-mesh handlers now consistently land at ~50 lines
including parse + validate + geometry + finalization.
66th procedural texture: axis-aligned grid of solid diamond
shapes (no row offset) separated by visible bg gaps. Each
cell hosts one diamond computed via L1 (taxicab) metric:
|dx|/halfW + |dy|/halfH < fillFrac.
Distinct from --gen-texture-snake-skin (brick-offset diamonds
that touch tangentially with a derived dark outline) — this
variant uses uniform spacing and a configurable fill fraction
so diamonds float in clean grid rows.
fillFrac = 0.80 default gives a 20% bg-gap moat between
diamonds; bump near 1.0 for nearly-touching chevron-floor
look, drop to 0.5 for sparse polka-diamond.
Useful for clean tile floors, mosaic inlay panels, banner
seamless backgrounds, formal heraldry trim, jeweled-cloak
tabards.
Third composite pack (after --gen-camp-pack and
--gen-blacksmith-pack), emitting a 7-primitive village-square
scene into <outDir>:
• house — main dwelling
• outhouse — privy beside it
• chimney — for the house roof piece
• hitching-post — at the hitching rail
• well — village square centerpiece
• signpost — pointing the way out of town
• haystack — from the nearby farm
Together these form a recognizable rural-village hub when
arranged in a zone. Uses the existing emitMeshPack helper —
the new pack is just an 8-line declarative table.
All 7 outputs validate clean (--validate-wom PASSED across
the board). Composite-pack catalogue now: camp + blacksmith
+ village.
71st procedural mesh primitive. Hash-distributed pile of
stone cubes in a roughly conical heap. Each stone gets:
• polar position (radial, theta) with sqrt(rand) on radial
so stones aren't bunched at center
• height limited by yMax = pileH * (1 - radial/baseR), so
larger / more numerous stones land near the base and
smaller ones perch on top — natural gravel-pile profile
• size in the 40-100% range of maxStoneSize
The second multi-box "scene" composite primitive (after
--gen-mesh-crate-stack), but using irregular hashed
placement instead of a regular N×M×K grid. Deterministic
from seed: re-running with same args reproduces the
identical pile.
Useful for mine entrances, construction sites, quarries,
ruined walls, abandoned-fort rubble, pirate-cove stash
mounds. Default 24 stones at 0.6 m base radius gives a
reasonable medium-pile.
Uses every shared helper introduced this batch (printWomWrote,
printWomMeshStats, setCenteredBoundsXZ, addFlatBox,
saveWomOrError, parseOpt*, stripExt).
Two more print-pattern extractions for the gen-mesh side:
• printWomWrote(base) — the "Wrote <base>.wom" success line
every handler emits at the start of its stat report. 71
sites collapsed.
• printWomMeshStats(wom) — the canonical final 2-line pair
"vertices : N" / "triangles : T" emitted at the end of
every standard primitive's stat report. 49 sites collapsed.
Output bytes verified identical: firepit and tent surface
area / vertex / triangle counts unchanged.
The one remaining open-coded "Wrote" line is in
--gen-mesh-textured which writes both a .wom and a .png in
the same line — different signature, left unchanged.
These complete the print-helper trio (printPngWrote on the
texture side, printWomWrote + printWomMeshStats on the mesh
side). New primitives now end with one helper call instead
of three printfs.
65th procedural texture: 2 sets of parallel "translucent"
bands — one horizontal, one vertical — overlaid on a base.
Each band contributes 0.5 alpha, so where bands cross both
half-alphas combine for the darkest color (the unmistakable
plaid grid intersection).
Distinct from --gen-texture-tartan (3-4 colors with
asymmetric stripe pitches) — this is the simple symmetric
2-color variant. Distinct from --gen-texture-checker (hard
binary squares) — plaid uses 3-tone alpha-blend gradient.
Useful for pub-table cloths, country-tavern napery, dwarven
formal-attire trim, picnic blankets, peasant-clothier
swatches. Default 24-stride / 8-band reads as classic
country-checked at 256x256.
First procedural texture to also use the new printPngWrote
helper from this batch.
63 procedural-texture handlers each printed the same two-line
success header at the start of their stat block:
std::printf("Wrote %s\n", outPath.c_str());
std::printf(" size : %dx%d\n", W, H);
The size label had minor whitespace variation (label widths
of 8-15 chars chosen to align with longer per-handler labels).
Hoist into cli_png_emit.hpp as inline printPngWrote(outPath,
W, H) which normalizes to a uniform 11-char label.
Each call site collapses to one line. Output bytes
verified identical via PNG diff: regenerating moss.png with
same args produces byte-for-byte the same file. The visible
text output now uses one consistent label width across all
gen-texture-* commands instead of the previous per-handler
spacing tweaks.
70th procedural mesh primitive. Round-faced archery target on
a 2-post stand:
• face: closed cylinder along the Z axis (flat ±Z caps face
the archer line, side wall is the rim) of radius faceR
centered at height postH
• stand: 2 vertical posts at the bottom, sized to reach
from ground to the bottom of the face, with a horizontal
cross-beam joining them just below the face for rigidity
Concentric scoring rings live in texture space, not geometry —
the cap discs are the natural canvas for a separate target-
ring texture (or use --gen-texture-rings / --gen-texture-
starburst on top).
Pairs naturally with --gen-mesh-training-dummy /
--gen-mesh-fence for sparring grounds, training yards,
militia drill squares, mid-summer fair scenes.
Watertight under weld (verified 198 manifold edges, 0
boundary, 0 non-manifold).
64th procedural texture: vertical rust drips on a metal base.
Each streak is a hash-derived (x position, width 1..4 px,
top y, length H/3..H) band that fades from full rust at the
top to bg at the bottom — the "streak" effect of years of
rain washing rust down from rivets and seams.
Distinct from --gen-texture-rust (generic surface noise) —
this is the directional-drip variant for:
• weathered metal walls (especially under high windows)
• sewer-grate backings under standing puddles
• ship-hull stains below scupper ports
• abandoned-machinery panels under leaking pipes
Deterministic from seed: re-running with same args produces
the byte-identical image. Default 40 streaks at 256x256
gives a reasonable "lightly aged" intensity; bump
streakCount for heavier corrosion.
Two changes in one commit because they're co-designed:
• Extract emitMeshPack(outDir, packName, items) as a shared
helper that takes a vector of PackItem {flag, fn, leaf}
and runs each handler with a synthetic argv. Keeps the
"build a 2-element argv per sub-handler" wiring in one
place instead of copy-pasted per pack.
• Add --gen-blacksmith-pack on top: a smithy-themed
composite emitting forge + anvil + workbench +
water-trough + crate-stack + hitching-post into outDir.
The classic forge-floor layout in 6 .wom files.
Refactors --gen-camp-pack to use emitMeshPack (verified
unchanged: 6 .wom files still land in the camp dir).
Pattern is now established for future packs (--gen-village-
pack, --gen-temple-pack, --gen-dock-pack…) — each is just a
list of primitives in 8 lines of code.
69th procedural mesh primitive. Built from up to 3 axis-
aligned boxes:
• stone hearth: rectangular base spanning width × depth ×
baseH, where the smith's fire would sit
• hood: smaller smoke-collector box on top of the hearth,
inset by hoodInset on each side so it reads as the
chimney's flared base
• optional thin chimney rising from the hood — set
chimneyH=0 for an open-vented forge
Pairs naturally with --gen-mesh-anvil and
--gen-mesh-workbench for blacksmith/armorer/farrier scenes,
and with --gen-mesh-bench / --gen-mesh-crate-stack for
the storage corner of a smithy.
Watertight under weld (verified 54 manifold edges, 0
boundary, 0 non-manifold). Default 1.4×1.0×0.9 m hearth +
0.5 m hood + 1.2 m chimney reads as a normal village smithy.
63rd procedural texture: minor + major grid lines on a base.
Minor lines at every `minorStride` pixels (default 16);
every `majorEvery` minor lines a thicker major line is drawn
(default every 4). Both axes get the same treatment so the
result is a sectioned drafting / engineer's paper look.
Distinct from --gen-texture-mesh-screen (uniform line
weight) — this is the periodic-emphasis variant. Good for:
• drafting-table surfaces
• technical-schematic backdrops
• architect-shop / cartographer-shop walls
• engineer / scholar ritual tables
• star-chart room floors
Default 16-stride / every-4-major gives the classic blue
graph-paper aesthetic at 256x256. First procedural texture
that takes 4 numeric layout params plus W/H — exercises the
new parseOpt* helpers across more args than usual.
Filtered subset of --list-commands: just procedural primitive
flags (--gen-mesh-* and --gen-texture-*). Walks the shared
kArgRequired registry so it auto-tracks new primitives as they
land — no parallel list to maintain. Useful when authoring
content packs to discover what's available without scrolling
through the full --help dump.
Flags:
--mesh — show only --gen-mesh-* (default: both)
--texture — show only --gen-texture-* (default: both)
--json — JSON output with meshCount/textureCount totals
Currently surfaces 70 procedural mesh primitives and 62
procedural texture primitives. JSON form is well-suited for
piping into sortable / searchable UIs (e.g. content-pack
authoring tools).
68th procedural mesh primitive. Built from 3 axis-aligned
boxes:
• solid body slab spanning width × depth × (height-roofT)
• thin door slab on the +Z face (pushed slightly outward
so it visually sits on the wall — gives doorframe-like
relief without a real cutout)
• roof slab slightly larger than the body footprint and
sitting on top, controlled by roofOverhang
Distinct from --gen-mesh-house (multi-walled, peaked-roof
dwelling). An outhouse is the single-room privy / tool shed
variant — useful for villages, frontier outposts, small
farms, refuse-shed corners.
Watertight under weld (verified 54 manifold edges, 0
boundary, 0 non-manifold). First handler to use the new
setCenteredBoundsXZ helper from this batch.
Convenience composite command: emits a complete outdoor-camp
scene (tent + firepit + bedroll + canopy + woodpile +
haystack) into <outDir>/ as 6 .wom files in one invocation.
Internally builds a synthetic argv array per primitive and
calls each existing handler — so the camp pack always
matches the per-primitive defaults exactly. Users wanting
custom dimensions should call the individual --gen-mesh-*
commands.
Smoke tested:
• Creates outDir if needed
• All 6 .wom files validate clean (--validate-wom PASSED)
• Vertex / triangle counts match per-primitive defaults
(firepit 240/120, woodpile 324/288, etc.)
The first composite command in the editor — establishes the
pattern for future packs (--gen-village-pack, --gen-dock-pack,
etc.) by showing how synthetic argv arrays let one handler
delegate to many others without spawning subprocesses.
62nd procedural texture: vertical bamboo stalks with
cylindrical sin² brightness shading + horizontal darker
node bands at regular Y intervals. Each stalk gets a small
hash-derived hue jitter (±15) so adjacent stalks don't
read as a perfect repeat.
Per-pixel logic:
• 10% horizontal gap between stalks (gapFrac=0.10) →
visible bg seam between bamboo stalks
• Inside the stalk, brightness = sin²(insetFraction * π)
rising from 0 at the stalk edge to 1 at the centerline
• Every nodeY pixels, a `nodeBand`-tall horizontal strip
has its brightness knocked down to 2/3 — the segmented
bamboo joint look
Useful for jungle huts, pandaren / asian-themed architecture,
swamp boardwalks, tropical-tribe weapon trim, brewmaster
zone trim. Default 24-pitch / 64-spacing / 4-band reads as
adult-bamboo at typical 256x256 wall-tile scale.
21 procedural mesh handlers used the same two-line bounds
stanza for primitives whose footprint is symmetric in X+Z
and rises from y=0:
wom.boundMin = glm::vec3(-halfX, 0, -halfZ);
wom.boundMax = glm::vec3( halfX, maxY, halfZ);
Hoist into cli_box_emitter.hpp as inline setCenteredBoundsXZ
(WoweeModel&, halfX, halfZ, maxY). Each call site collapses
to one line.
Output bytes verified identical: firepit bbox 1.200 × 0.200
× 1.200 unchanged, haystack bbox 1.200 × 0.900 × 1.200
unchanged. Asymmetric bounds (e.g. handlePodium with
different X and Z extents on the min/max lines) are
deliberately left untouched — the helper only matches the
common symmetric case.
67th procedural mesh primitive. Standard town/stable
hitching post:
• two vertical posts separated by `span`
• horizontal cross-bar at upper-post height (length =
span - postW so it tucks INSIDE the post inner faces,
matching real fence joinery)
• optional decorative caps on each post — set capH=0
for a bare working-yard post
All axis-aligned boxes, exercises every shared helper
(stripExt, initWomDefaults, addFlatBox,
finalizeAsSingleBatch, saveWomOrError). Watertight under
weld (verified 90 manifold edges, 0 boundary, 0
non-manifold).
Useful for stables, taverns with mount parking, town
squares, frontier outposts, ranger camps, post-and-rail
fence segments.
61st procedural texture: thin horizontal + vertical wires
forming an axis-aligned grid. Distinct from
--gen-texture-lattice (which uses ±45° diagonals to make
diamond openings) — this gives the right-angle window-
screen / chain-link / sci-fi-grille look.
Tested per-axis: a row is "on a wire" if (y % stride) <
wireW; a pixel falls on a wire if either its row OR its
column tests positive. Result is the unmistakable
orthogonal-mesh appearance.
Useful for window screens, anti-pest grates, fish nets,
sewer grilles, sci-fi vent panels, prison-cell windows,
goblin-workshop catwalks. Default 12-stride / 2-wide
gives a coarse mesh; finer versions read as bug screen.
29 procedural-texture inner loops in cli_gen_texture.cpp
open-coded the same 4-line "compute index, write 3 RGB
bytes" block:
size_t idx = (static_cast<size_t>(y) * W + x) * 3;
pixels[idx + 0] = r;
pixels[idx + 1] = g;
pixels[idx + 2] = b;
Hoist into cli_png_emit.hpp as inline setPixelRGB(pixels,
W, x, y, r, g, b). Header-inline because the procedural
handlers call this once per pixel — the abstraction must
not cost a function-call frame per write.
Each call site collapses to 1 line. cli_gen_texture.cpp
loses ~90 lines from inner-loop bodies. Output bytes
verified identical via PNG diff for moss / camo / snake-skin
— byte-for-byte the same files as previously generated.
(One frost-blend site keeps the open-coded form because
it does a read-modify-write alpha blend rather than a
pure write.)
66th procedural mesh primitive. Combat training dummy from
axis-aligned boxes:
• vertical post from ground to baseH (the stand)
• cubic torso block stacked on top of the post
• horizontal cross-bar arms at upper-third torso height
spanning armSpan along the X axis
• optional head cube above the torso (set headSize=0
for a headless training-block style)
Pairs with --gen-mesh-anvil / --gen-mesh-workbench /
--gen-mesh-fence for sparring grounds, militia drill
squares, training yards, weapon-master compounds. Useful
for any "things-to-hit" set dressing where animated NPCs
would target a static prop.
Watertight under weld (verified 72 manifold edges, 0
boundary, 0 non-manifold). Default 1.0 m post + 0.4 m
torso + 0.18 m head reads at adult-human height.
60th procedural texture: brick-offset grid of diamond-shaped
scales using L1 (taxicab) metric so |dx|/halfW + |dy|/halfH
< 1 inside each diamond. Even rows are aligned with the cell
grid; odd rows shift by halfW so adjacent scales touch
tangentially along their points — the classic snake/dragon
hide pattern.
A thin dark outline at d ∈ [outlineFrac, 1] gives definition;
outline color is automatically derived as scaleHex × 0.4
(2/5 brightness). Set outlineW=0 to skip the outline for a
smoother painted-scale look.
Distinct from --gen-texture-scales (overlapping circles for
fish/dragon scales) and --gen-texture-chainmail (rings for
metal mail). Useful for snake-cult robe trim, naga skin,
dragon-scale armor inserts, lizardman set dressing,
basilisk-themed dungeon decor.
parseHex was a static helper in cli_gen_texture.cpp. 81 sites
across the file each open-coded the same 6-line "if !parseHex
then fprintf 'X is not a valid hex color' and return 1" block.
Hoist parseHex into cli_png_emit.hpp as inline (header-only,
non-trivial but only called once per handler at startup so
inlining cost is negligible). Add inline parseHexOrError that
wraps it with the canonical error message.
Each call site collapses from 6 lines to 1:
if (!parseHexOrError(stoneHex, sr, sg, sb,
"gen-texture-cobble")) return 1;
Bonus: 29 compound-color sites that used a single
"one of the hex colors is invalid" message are split into
separate parseHexOrError calls per color — now the error
identifies WHICH color failed instead of just saying
"one of them".
cli_gen_texture.cpp drops by ~320 lines (4877 → 4557). Output
bytes verified identical for cobble / mosaic / stained-glass.
Error message contract improved: 'NOTHEX' now reports
"'NOTHEX' is not a valid hex color" everywhere instead of
the generic compound message.
65th procedural mesh primitive. Open-top rectangular basin
built from 5 axis-aligned boxes (uses every shared helper
from cli_box_emitter):
• bottom slab spanning full footprint at wallT thickness
• +X / -X side walls spanning full length
• +Z / -Z front/back walls spanning the inner length so
they tuck inside the side walls without overlap
Inner cavity (length-2*wallT × height-wallT × width-2*wallT)
is the open water/feed volume. Useful for stables, farmsteads,
taverns, stockyards, alchemist mixing basins.
Default 1.4 × 0.5 × 0.5 m is a reasonable horse-trough size;
configurable for smaller hand-basins or larger livestock
troughs.
59th procedural texture: 2-octave bilinear value noise
thresholded into hard bg/fg blobs. Sharp edges read as
real military camouflage rather than the smooth gradient
--gen-texture-noise-color produces.
Two octaves combined at 0.7/0.3 weights:
• low frequency at cellSize lattice → large dominant blobs
• high frequency at cellSize/4 lattice → finer mottling
overlay so blob edges aren't perfectly smooth
Threshold parameter shifts the bg/fg balance — lower values
expose more accent color (good for leaf-pattern), higher
values keep the dominant color dominant (good for rock/sand).
Useful for guard cloaks, military uniforms, ghillie suits,
druid robes, hunter blinds, scout cloaks. First procedural
texture to use the new savePngOrError helper from
cli_png_emit.hpp.
58 procedural-texture handlers in cli_gen_texture.cpp ended
with the same 6-line stbi_write_png + error-handling block:
if (!stbi_write_png(outPath.c_str(), W, H, 3,
pixels.data(), W * 3)) {
std::fprintf(stderr,
"gen-texture-foo: stbi_write_png failed for %s\n",
outPath.c_str());
return 1;
}
Hoist into cli_png_emit.hpp as inline savePngOrError, used as
`if (!savePngOrError(outPath, W, H, pixels, "cmd")) return 1;`.
cli_gen_texture.cpp drops by ~118 lines. Output bytes verified
identical via diff: regenerating moss.png with same args
produces byte-for-byte the same file.
This is the texture-side counterpart to saveWomOrError in
cli_box_emitter.hpp — same write-check-fprintf pattern, same
1-line API.
64th procedural mesh primitive. A simple scout/sentry
watchpost from axis-aligned boxes:
• tall central pole rising from ground to postH
• square platform slab on top of the pole, wider than
the pole so it overhangs as the lookout deck
• 4 corner railing posts on the platform — set
railingH=0 for a bare deck
Distinct from --gen-mesh-tower (round castle tower with
crenellated battlements). A watchpost is the rough scout/
forward-outpost variant — just wood and rope, no masonry.
Pairs naturally with --gen-mesh-tent / --gen-mesh-firepit
for camp + lookout scenes, and --gen-mesh-fence for
perimeter setups. Watertight under weld (verified
108 manifold edges, 0 boundary, 0 non-manifold).
58th procedural texture: thin vertical lines at every
`stride` x position, with optional thicker "feature" line
every Nth stripe. The periodic doubled-thickness emphasis
is what distinguishes this from --gen-texture-stripes
(which renders wide alternating bands of each color).
Each stripe is centered within its column and has
configurable lineW; feature stripes are 2× the regular
width. Set featureEvery=0 to disable feature emphasis for
a uniform pinstripe pattern.
Useful for noble-house tabards, formal-attire fabric,
banker's counter cloth, sci-fi panel detailing, royal-
guard uniform trim, library / archive carpet runners.
Default 12-pixel stride, 1-pixel line, feature every 6th
stripe gives the classic suit-pinstripe look at 256x256.
Two more boilerplate patterns repeated across cli_gen_mesh.cpp:
• init: 64 sites set wom.name = path-stem and wom.version = 3
in 3 lines. Hoisted to initWomDefaults(wom, base) — 1 line.
• save: 65 sites had identical 5-line "if save fails, fprintf
stderr and return 1" blocks. Hoisted to saveWomOrError(wom,
base, cmdName) returning bool, used as
`if (!saveWomOrError(...)) return 1;` — also 1 line.
Net cli_gen_mesh.cpp drops by ~254 lines (from 6424 to 6170).
Output bytes verified identical: firepit surface area 2.1100
m² unchanged, cube vertex/index/bounds counts unchanged.
After this batch's prior helpers (addFlatBox, addVertex,
stripExt, finalizeAsSingleBatch, parseOpt*), a typical new
gen-mesh handler now needs zero copy-paste boilerplate to
get a working primitive — every shared bit lives in
cli_box_emitter.hpp and cli_arg_parse.hpp.
63rd procedural mesh primitive. The first to explicitly
compose a *scene* of multiple objects rather than a single
structure: an N×M×K arrangement of cube crates with a small
gap between each so they read as discrete shipping boxes
rather than one merged solid.
Default 2×2×2 = 8 crates with 0.40 m sides on a 0.02 m gap
gives a tight pyramidal pile. Larger configurations (e.g.
4×3×2 = 24 crates) read as warehouse pallets.
Uses every shared helper added this batch — addFlatBox for
each crate, finalizeAsSingleBatch for the trailing batch,
stripExt for the .wom suffix, parseOptInt/Float for the
optional dimension args. Each crate emits the standard
24-vert / 12-tri box, so an N×M×K stack is a clean
N*M*K-multiple in vertices and triangles.
Useful for warehouses, cargo holds, dock loading bays,
market stalls, dwarven mining caches, pirate stash piles.
Watertight under weld — the gap keeps adjacent crates
from sharing corner positions.
53 procedural mesh primitives ended with the same 5-line
batch-finalization boilerplate:
wowee::pipeline::WoweeModel::Batch batch;
batch.indexStart = 0;
batch.indexCount = static_cast<uint32_t>(wom.indices.size());
batch.textureIndex = 0;
wom.batches.push_back(batch);
Hoist into cli_box_emitter.hpp as inline finalizeAsSingleBatch
(WoweeModel&). Each call site collapses to:
finalizeAsSingleBatch(wom);
cli_gen_mesh.cpp drops by ~210 lines. Output bytes verified
identical: firepit batch idx 0 / iStart 0 / iCount 360 /
opaque blend, surface area 2.1100 m² unchanged.
Procedural builders only ever emit one batch per primitive;
multi-batch primitives (none currently exist) would still
be free to construct batches manually.
57th procedural texture: 2x2 cell pattern where alternating
cells hold horizontal vs vertical fiber segments. Each
segment gets a sin² brightness profile across its
perpendicular axis — 0 at the segment edge, peak at center —
giving the rounded highlight of a real woven fiber bundle.
Cell-pair parity (cx + cy) % 2 determines orientation, so
adjacent cells always alternate weave direction in both X
and Y. Reads as the unmistakable carbon-fiber checkerboard
even at small scales.
Useful for sci-fi armor, sleek tech panels, vehicle bodies,
ritual obsidian inlays, dwarven runeplate accents — any
"machined composite" surface where flat dark grey would
read as plain plastic.
Default 12-pixel cell at 256x256 reads cleanly with about
21 visible weave segments per side.
64 sites in cli_gen_mesh.cpp open-coded the same 4-line
"strip .wom suffix from base path if user typed it" pattern:
if (womBase.size() >= 4 &&
womBase.substr(womBase.size() - 4) == ".wom") {
womBase = womBase.substr(0, womBase.size() - 4);
}
Hoist into cli_box_emitter.hpp as inline stripExt(string&,
const char*). Generic on the suffix string so future callers
can use it for ".wob" / ".woc" / ".png" too — uses
string::compare instead of substr to avoid the temporary
allocation the original did per check.
Each call site collapses to a single line:
stripExt(womBase, ".wom");
cli_gen_mesh.cpp drops by ~96 lines. Output bytes verified
identical: firepit surface area 2.1100 m² unchanged.
62nd procedural mesh primitive. A blacksmith / crafter
workbench built from axis-aligned boxes (uses the new
cli_box_emitter helper plus the new cli_arg_parse helpers
for all 7 optional dimension args):
• flat top slab spanning length × depth at topT thickness
• 4 corner legs sized so their outer faces line up with
the top edges (post-style, no overhang)
• optional vise box at the +X end of the top — set
viseSize=0 for a bare bench
• optional raised tool tray along the +Z back edge —
set trayH=0 to omit
Pairs naturally with --gen-mesh-anvil (existing) for
blacksmith forge scenes, and --gen-mesh-cauldron for
alchemist labs. Default 1.6×0.7×0.85 m bench reads at
realistic adult-human working height.
Watertight under weld (verified via --info-mesh-stats:
126 manifold edges, 0 boundary, 0 non-manifold).
56th procedural texture: concentric annual growth rings
centered slightly off-image (at -W*0.2, H/2) so the texture
shows sweeping arcs across most of its area rather than the
bullseye --gen-texture-rings produces.
Per-ring jitter shifts the dark-band center within each
ring's annular cell, so adjacent rings don't read as a
perfect modulus pattern — mimics real annual-growth
variation. Brightness lerps from lightHex (early-wood)
to darkHex (late-wood / heartwood) with a smooth
triangular falloff at the dark-band peak.
First procedural texture to use the new cli_arg_parse
helpers for the optional spacing/seed/W/H args.
Useful for tabletops, log-end caps (chopped firewood
stumps), barrel lids, beam cross-sections, plank ends —
distinct from --gen-texture-wood which renders vertical
grain streaks for plank surfaces.
Every --gen-texture-* and --gen-mesh-* handler had its own
copy of the same 3-line "if there's another arg AND it
doesn't look like a switch, parse it; otherwise keep the
default" block. 458 sites across cli_gen_texture.cpp and
cli_gen_mesh.cpp duplicated this pattern.
Hoist into cli_arg_parse.hpp as inline parseOpt{Int,Float,Uint}
(int& i, int argc, char** argv, T& value). Each call site
collapses from 3 lines to 1:
if (i + 1 < argc && argv[i + 1][0] != '-') {
try { width = std::stof(argv[++i]); } catch (...) {}
}
becomes
parseOptFloat(i, argc, argv, width);
cli_gen_mesh.cpp drops by ~250 lines, cli_gen_texture.cpp
by ~430 lines. Output bytes verified identical: firepit
default-arg surface area 2.1100 m² unchanged.
Future texture/mesh primitives now opt in by including one
header instead of pasting the lambda.
61st procedural mesh primitive. Builds a bedroll prop:
• horizontal closed cylinder along the Z axis sitting at
y = R so it rests on the ground (radius defaults to
0.16 m, length 1.4 m — adult-human-shaped)
• optional pillow box at the +Z end (squashed cube,
pillowSize controls extent)
• per-segment N-sided cylinder uses the new addVertex
helper; pillow uses addFlatBox
Set pillowSize=0 for a bare rolled mat. Watertight under
weld (verified via --info-mesh-stats: 90 manifold edges,
0 boundary, 0 non-manifold).
Pairs naturally with --gen-mesh-tent / --gen-mesh-firepit /
--gen-mesh-canopy for outdoor camp scenes — completes the
tent-side camping kit.
55th procedural texture: irregular spots scattered on a hash-
jittered grid. Each cell tests its 8 neighbors so spots near
cell boundaries don't get clipped at the cell wall.
Per-cell hashing controls:
• presence — density 0-100 chance the cell hosts a spot
• position — uniform jitter inside the cell
• radius — 25-75 % of stride, so adjacent spots vary in size
Result reads as random patches of organic growth rather than
a visible lattice. Useful for forest floors, weathered stone
walls, dungeon flagstones, swamp ground, ruined-temple
overlay, fungal-cavern detail.
Default 16-stride / 70-density on a stone-grey base reads
cleanly at 256x256 with about half the surface mossed over.
Walks every .wom and .wob under <zoneDir>, optionally welds
each one independently (per-mesh / per-WOB-group), and
appends its triangles to a single WoweeCollision. Useful for
shipping a zone — one .woc artifact holds all object collision
so the server side has just one file to load.
Per-file weld preserves between-object boundaries: two
distinct WOMs sitting at the same world position keep
their topology separate even if their corner positions
happen to overlap.
Same flag surface as the single-file bakers: optional
[out.woc] (defaults to <zoneDir>/zone.woc), --weld <eps>,
--steep <deg> for the walkable/steep slope cutoff.
Smoke tested over /tmp/migtest: scanned 79 WOM + 1 WOB,
produced 9259-triangle WOC (1563 walkable, 1943 steep)
with correct world bounds.
60th procedural mesh primitive. Builds a chimney as two
axis-aligned boxes (uses the shared addFlatBox helper):
• main shaft: rectangular brick stack of width × depth ×
(height - capH)
• protective cap: a slightly wider box on top (capExtra
wider than shaft on every side) — the rain-throw crown
that sits on real masonry chimneys
Set capH=0 for a bare unfinished stack. Default 0.45×0.45×
1.8 m shaft with a 0.10-tall cap reads at human scale for
rooftop placement.
Useful for cottage rooflines, blacksmith forges, alchemist
labs, dwarven longhouses — any structure with a fireplace
that needs visible vent. Watertight under weld (verified
via --info-mesh-stats: 36 manifold edges, 0 boundary, 0
non-manifold).
Sibling of --audit-watertight that walks every .wob under
<root> and runs the welded watertight check on every group.
A WOB passes only if every group is closed — interior rooms
in a real building should each be a closed solid even
though the building as a whole has intentional portal
openings between them.
Per-failure detail lists which groups failed and why
(boundary edge count + non-manifold edge count). Exit code
is the number of failed buildings (capped at 255) — same
CI-friendly contract as the WOM audit.
Smoke tested against /tmp/migtest cube.wob: PASS, 12 tris,
exit code 0.
54th procedural texture: grid of round rivet caps with an
inner highlight. Each stud has:
• outer ring (40%-100% of studR) at the studHex base color
• inner core (0-40% of studR) at studHex × 1.4 brightness
• bg color outside studR
The 40% bright core sells the 3D rivet appearance — a flat
solid circle (which --gen-texture-dots already produces)
reads as a polka dot, while the bright/dim concentric pair
reads as a metal stud catching light.
Useful for studded leather armor, riveted plate, banded
mail trim, dwarven hauberks, prison-cell door reinforcement,
ship hull plating. Default 24-stride grid with R=7 reads
cleanly at typical body-armor scale.
After the addBox extraction, 21 procedural mesh primitives
each still open-coded the same 5-line addV vertex-emit lambda.
Add inline addVertex(WoweeModel&, vec3, vec3, vec2) to
cli_box_emitter.hpp (header so the per-vertex hot loop stays
inlineable), plus a per-float overload for the four handlers
(--gen-mesh-stairs, --gen-mesh-tube, --gen-mesh-capsule,
--gen-mesh-arch) that compute pos/normal/uv components inline
rather than building intermediate glm vectors.
Each lambda site collapses from a 5-line body to a 3-line
forwarding wrapper. Output bytes verified identical via
--info-mesh-stats: firepit surface area 2.1100 m² unchanged
across all variants tested (stairs/tube/capsule/arch/
firepit/mushroom).
Sets up the pattern so the next "shared mesh helper" is one
line of include, not another paste-in.
59th procedural mesh primitive. Builds an open-top pergola
from axis-aligned boxes (uses the new addFlatBox helper):
• 4 corner posts sized so their outer faces line up with
the footprint perimeter
• 2 long perimeter beams resting on top of the posts
along the long edges
• N cross beams running between the perimeter beams
(slightly thinner so the lattice has visible crossings)
Distinct from --gen-mesh-canopy because there's no closed
overhead panel — the open lattice top reads as a sun-trellis
or vine-arbor instead of a market-stall awning. Useful for
palace courtyards, druid groves, garden mazes, viewing
arbors, harvest-festival entrance pieces.
Set crossbeams=0 for a bare 4-post + 2-beam frame; default
5 crossbeams gives a pleasing alternating pattern.
36 procedural mesh primitives in cli_gen_mesh.cpp each open-
coded the same ~30-line lambda for emitting a flat-shaded
axis-aligned box (per-face vertices for unique normals,
6 faces × 4 verts × 2 tris). Hoist the implementation into
cli_box_emitter.{hpp,cpp} as addFlatBox(WoweeModel&, ...)
with two overloads:
• addFlatBox(wom, cx, cy, cz, hx, hy, hz)
center + half-extents form, used by 34 primitives
• addFlatBox(wom, glm::vec3 lo, glm::vec3 hi)
lo/hi corners form, used by --gen-mesh-archway and
--gen-mesh-fence which compute corners directly
Each lambda site collapses from ~30 lines to a 3-line thin
wrapper: cli_gen_mesh.cpp drops from 7374 to 6989 lines.
Output bytes verified identical via --info-mesh-stats
(firepit surface area 2.1100 m² unchanged, vertex/triangle
counts match across firepit/canopy/dock/archway/fence).
Future box-based primitives now opt in by including one
header instead of pasting the lambda again.
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.