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