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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
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3 changed files with 61 additions and 0 deletions
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@ -860,6 +860,41 @@ void TerrainEditor::createHill(const glm::vec3& center, float radius, float heig
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dirty_ = true;
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}
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void TerrainEditor::createRidge(const glm::vec3& start, const glm::vec3& end,
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float width, float height) {
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if (!terrain_) return;
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glm::vec2 lineStart(start.x, start.y);
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glm::vec2 lineEnd(end.x, end.y);
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glm::vec2 lineDir = glm::normalize(lineEnd - lineStart);
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float lineLen = glm::length(lineEnd - lineStart);
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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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glm::vec2 p(pos.x, pos.y);
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glm::vec2 toP = p - lineStart;
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float along = glm::dot(toP, lineDir);
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along = std::clamp(along, 0.0f, lineLen);
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glm::vec2 closest = lineStart + lineDir * along;
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float dist = glm::length(p - closest);
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if (dist >= width) continue;
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float crossFalloff = 1.0f - (dist / width);
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crossFalloff = crossFalloff * crossFalloff;
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float alongFalloff = 1.0f - 2.0f * std::abs(along / lineLen - 0.5f);
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alongFalloff = std::max(0.0f, alongFalloff);
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float h = height * crossFalloff * std::sqrt(alongFalloff);
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chunk.heightMap.heights[v] += h;
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modified = true;
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}
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if (modified) { stitchEdges(ci); dirtyChunks_.push_back(ci); }
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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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