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feat(editor): thermal erosion simulation for natural terrain aging
- Thermal Erosion: physically-based material transfer where steep slopes shed material to neighbors based on angle of repose - Configurable iterations (1-50) and talus angle (10-80 degrees) - Lower talus angle = more aggressive erosion (sandy terrain) - Higher angle = less erosion (rocky terrain holds steep slopes) - Creates natural talus fans at cliff bases and rounded hilltops - Workflow: sculpt/generate → thermal erosion → smooth → auto-paint
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@ -603,6 +603,19 @@ 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("Thermal Erosion")) {
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static int erosionIters = 10;
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static float talusAngle = 40.0f;
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ImGui::SliderInt("Iterations##therm", &erosionIters, 1, 50);
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ImGui::SliderFloat("Talus Angle##therm", &talusAngle, 10.0f, 80.0f, "%.0f deg");
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if (ImGui::Button("Apply Thermal Erosion", ImVec2(-1, 0))) {
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app.getTerrainEditor().thermalErosion(erosionIters, talusAngle);
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app.showToast("Thermal erosion applied");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Material slides downhill. Lower angle = more erosion.");
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}
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if (ImGui::CollapsingHeader("Terrace / Steps")) {
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static int terraceSteps = 6;
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ImGui::SliderInt("Steps##terrace", &terraceSteps, 2, 20);
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