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
This commit is contained in:
Kelsi 2026-05-05 07:45:16 -07:00
parent 9be32a6634
commit 2d5692d5ad
3 changed files with 52 additions and 0 deletions

View file

@ -102,6 +102,9 @@ public:
// Terrace/quantize heights into N steps
void terraceHeights(int steps);
// Thermal erosion: material falls downhill based on angle of repose
void thermalErosion(int iterations, float talusAngle);
// Import/export heightmap (raw 16-bit grayscale, 129x129)
bool importHeightmap(const std::string& path, float heightScale);
bool exportHeightmap(const std::string& path, float heightScale);