feat(editor): ridge/mountain range generator between two points

- Ridge Generator: creates mountain ranges by setting start and end
  points, with configurable width and height
- Cross-section uses quadratic falloff, along-axis uses sqrt taper
  for natural mountain range silhouette (wider at center, tapering
  at both ends)
- Same start/end workflow as river/road tools
This commit is contained in:
Kelsi 2026-05-05 07:00:05 -07:00
parent d6c58b5dc9
commit 1c58911da0
3 changed files with 61 additions and 0 deletions

View file

@ -551,6 +551,29 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
}
if (ImGui::CollapsingHeader("Ridge / Mountain Range")) {
static glm::vec3 ridgeStart{0}, ridgeEnd{0};
static float ridgeWidth = 20.0f, ridgeHeight = 30.0f;
static bool ridgeStartSet = false;
ImGui::SliderFloat("Width##ridge", &ridgeWidth, 5.0f, 80.0f);
ImGui::SliderFloat("Height##ridge", &ridgeHeight, 5.0f, 100.0f);
auto& brushR = app.getTerrainEditor().brush();
if (ImGui::Button("Set Start##ridge", ImVec2(120, 0)) && brushR.isActive()) {
ridgeStart = brushR.getPosition();
ridgeStartSet = true;
app.showToast("Ridge start set");
}
ImGui::SameLine();
if (ImGui::Button("Set End + Create##ridge", ImVec2(140, 0)) && brushR.isActive() && ridgeStartSet) {
ridgeEnd = brushR.getPosition();
app.getTerrainEditor().createRidge(ridgeStart, ridgeEnd, ridgeWidth, ridgeHeight);
app.showToast("Ridge created");
ridgeStartSet = false;
}
if (ridgeStartSet)
ImGui::TextColored(ImVec4(0.5f, 0.9f, 0.5f, 1), "Start set");
}
if (ImGui::CollapsingHeader("Hill Generator")) {
static float hillRadius = 40.0f, hillHeight = 25.0f;
ImGui::SliderFloat("Radius##hill", &hillRadius, 10.0f, 150.0f);

View file

@ -860,6 +860,41 @@ void TerrainEditor::createHill(const glm::vec3& center, float radius, float heig
dirty_ = true;
}
void TerrainEditor::createRidge(const glm::vec3& start, const glm::vec3& end,
float width, float height) {
if (!terrain_) return;
glm::vec2 lineStart(start.x, start.y);
glm::vec2 lineEnd(end.x, end.y);
glm::vec2 lineDir = glm::normalize(lineEnd - lineStart);
float lineLen = glm::length(lineEnd - lineStart);
for (int ci = 0; ci < 256; ci++) {
auto& chunk = terrain_->chunks[ci];
if (!chunk.hasHeightMap()) continue;
bool modified = false;
for (int v = 0; v < 145; v++) {
glm::vec3 pos = chunkVertexWorldPos(ci, v);
glm::vec2 p(pos.x, pos.y);
glm::vec2 toP = p - lineStart;
float along = glm::dot(toP, lineDir);
along = std::clamp(along, 0.0f, lineLen);
glm::vec2 closest = lineStart + lineDir * along;
float dist = glm::length(p - closest);
if (dist >= width) continue;
float crossFalloff = 1.0f - (dist / width);
crossFalloff = crossFalloff * crossFalloff;
float alongFalloff = 1.0f - 2.0f * std::abs(along / lineLen - 0.5f);
alongFalloff = std::max(0.0f, alongFalloff);
float h = height * crossFalloff * std::sqrt(alongFalloff);
chunk.heightMap.heights[v] += h;
modified = true;
}
if (modified) { stitchEdges(ci); dirtyChunks_.push_back(ci); }
}
dirty_ = true;
}
void TerrainEditor::flattenRoad(const glm::vec3& start, const glm::vec3& end, float width) {
if (!terrain_) return;
glm::vec2 lineStart(start.x, start.y);

View file

@ -90,6 +90,9 @@ public:
// Create a smooth hill/mountain
void createHill(const glm::vec3& center, float radius, float height);
// Create a ridge/mountain range between two points
void createRidge(const glm::vec3& start, const glm::vec3& end, float width, float height);
// Import/export heightmap (raw 16-bit grayscale, 129x129)
bool importHeightmap(const std::string& path, float heightScale);
bool exportHeightmap(const std::string& path, float heightScale);