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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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@ -860,6 +860,42 @@ 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::thermalErosion(int iterations, float talusAngle) {
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if (!terrain_) return;
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float unitSize = CHUNK_SIZE / 8.0f;
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float maxDelta = std::tan(talusAngle * 3.14159f / 180.0f) * unitSize;
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for (int iter = 0; iter < iterations; iter++) {
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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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for (int v = 0; v < 145; v++) {
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int row = v / 17, col = v % 17;
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if (col > 8) continue;
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float h = chunk.heightMap.heights[v];
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int neighbors[] = {v - 17, v + 17, v - 1, v + 1};
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for (int n : neighbors) {
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if (n < 0 || n >= 145) continue;
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int nRow = n / 17, nCol = n % 17;
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if (nCol > 8 || std::abs(nRow - row) > 1 || std::abs(nCol - col) > 1) continue;
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float nh = chunk.heightMap.heights[n];
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float delta = h - nh;
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if (delta > maxDelta) {
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float transfer = (delta - maxDelta) * 0.25f;
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chunk.heightMap.heights[v] -= transfer;
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chunk.heightMap.heights[n] += transfer;
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}
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}
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}
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}
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}
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for (int ci = 0; ci < 256; ci++) {
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stitchEdges(ci);
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dirtyChunks_.push_back(ci);
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}
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dirty_ = true;
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}
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void TerrainEditor::terraceHeights(int steps) {
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if (!terrain_ || steps < 2) return;
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