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feat(editor): biome vegetation auto-population system
One-click procedural object placement based on biome rules: - 10 biome vegetation rulesets with density, scale range, and slope constraints per asset type (trees, bushes, rocks, ferns, etc.) - Grassland: pine trees + bushes + rocks - Forest: ashenvale trees + ferns + forest rocks (dense canopy) - Jungle: palm trees + ferns + vines (high density) - Desert: cacti + desert rocks + bones (sparse) - Barrens: scattered trees + dry bushes + rocks - Snow: snow pines + snowdrifts + rocks - Swamp: dark trees + mushrooms + logs - Rocky: rock formations + rock piles - Beach: palm trees + beach rocks - Volcanic: lava rocks + charred trees Objects panel > Auto-Populate Biome: select biome, set seed, click "Populate Zone" to fill the entire tile with biome-appropriate vegetation at rule-defined densities.
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@ -82,6 +82,11 @@ public:
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void scatter(const glm::vec3& center, float radius, int count,
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float minScale, float maxScale);
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// Procedural biome population: auto-place vegetation based on rules
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int populateBiome(const struct BiomeVegetation& vegetation,
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float tileSize, const glm::vec3& tileOrigin,
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uint32_t seed = 42);
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private:
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uint32_t nextUniqueId();
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