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feat(editor): crater generator for lakes, arenas, impact sites
- Crater Generator in Sculpt panel: creates a bowl-shaped depression with configurable radius, depth, and raised rim height - Parabolic bowl interior with sinusoidal rim and smooth outer falloff - Perfect for creating lakes (fill with Water mode), arenas, or impact craters for volcanic zones - One click at cursor position, uses brush position for center
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3 changed files with 57 additions and 0 deletions
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@ -551,6 +551,19 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
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}
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if (ImGui::CollapsingHeader("Crater Generator")) {
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static float craterRadius = 30.0f, craterDepth = 10.0f, craterRim = 3.0f;
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ImGui::SliderFloat("Radius##crater", &craterRadius, 5.0f, 100.0f);
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ImGui::SliderFloat("Depth##crater", &craterDepth, 2.0f, 50.0f);
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ImGui::SliderFloat("Rim Height##crater", &craterRim, 0.0f, 15.0f);
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auto& brush5 = app.getTerrainEditor().brush();
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if (ImGui::Button("Create Crater at Cursor", ImVec2(-1, 0)) && brush5.isActive()) {
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app.getTerrainEditor().createCrater(brush5.getPosition(), craterRadius, craterDepth, craterRim);
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app.showToast("Crater created");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Bowl with raised rim. Fill with water for a lake.");
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}
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if (ImGui::CollapsingHeader("Flatten Platform")) {
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auto& brush3 = app.getTerrainEditor().brush();
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if (ImGui::Button("Create Flat Platform at Cursor", ImVec2(-1, 0)) && brush3.isActive()) {
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@ -764,6 +764,47 @@ void TerrainEditor::carveRiver(const glm::vec3& start, const glm::vec3& end,
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dirty_ = true;
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}
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void TerrainEditor::createCrater(const glm::vec3& center, float radius, float depth, float rimHeight) {
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if (!terrain_) return;
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for (int ci = 0; ci < 256; ci++) {
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auto& chunk = terrain_->chunks[ci];
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if (!chunk.hasHeightMap()) continue;
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bool modified = false;
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for (int v = 0; v < 145; v++) {
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glm::vec3 pos = chunkVertexWorldPos(ci, v);
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float dist = glm::length(glm::vec2(pos.x - center.x, pos.y - center.y));
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if (dist > radius * 1.3f) continue;
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float t = dist / radius;
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float delta = 0.0f;
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if (t < 0.8f) {
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// Bowl interior: parabolic depression
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float bowlT = t / 0.8f;
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delta = -depth * (1.0f - bowlT * bowlT);
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} else if (t < 1.0f) {
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// Rim: raised edge
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float rimT = (t - 0.8f) / 0.2f;
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delta = rimHeight * std::sin(rimT * 3.14159f);
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} else if (t < 1.3f) {
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// Outer falloff
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float fallT = (t - 1.0f) / 0.3f;
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delta = rimHeight * (1.0f - fallT) * 0.3f;
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}
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chunk.heightMap.heights[v] += delta;
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modified = true;
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}
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if (modified) {
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stitchEdges(ci);
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dirtyChunks_.push_back(ci);
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}
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}
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dirty_ = true;
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}
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void TerrainEditor::flattenRoad(const glm::vec3& start, const glm::vec3& end, float width) {
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if (!terrain_) return;
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glm::vec2 lineStart(start.x, start.y);
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@ -81,6 +81,9 @@ public:
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// Flatten a road between two points (smooths to average height along path)
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void flattenRoad(const glm::vec3& start, const glm::vec3& end, float width);
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// Create a crater at a position (bowl shape with raised rim)
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void createCrater(const glm::vec3& center, float radius, float depth, float rimHeight);
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// Import/export heightmap (raw 16-bit grayscale, 129x129)
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bool importHeightmap(const std::string& path, float heightScale);
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bool exportHeightmap(const std::string& path, float heightScale);
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