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feat(editor): road flattener tool alongside river carver
- River/Road Carver section now has two modes: - River: carves a channel below terrain (existing) - Road: flattens terrain to interpolated height between start/end - Road mode smoothly transitions height along the path with quadratic falloff at edges for natural embankment shape - Set Start → Set End + Apply workflow works for both modes - Roads follow terrain slope by interpolating between start/end heights - Pair with Paint mode to add cobblestone/dirt texture on the road
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d253aed635
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3 changed files with 71 additions and 17 deletions
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@ -484,29 +484,36 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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}
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ImGui::Separator();
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if (ImGui::CollapsingHeader("River / Path Carver")) {
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static glm::vec3 riverStart{0}, riverEnd{0};
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static float riverWidth = 8.0f, riverDepth = 5.0f;
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static bool riverStartSet = false;
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ImGui::SliderFloat("Width##river", &riverWidth, 2.0f, 50.0f);
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ImGui::SliderFloat("Depth##river", &riverDepth, 1.0f, 30.0f);
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if (ImGui::CollapsingHeader("River / Road Carver")) {
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static glm::vec3 pathStart{0}, pathEnd{0};
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static float pathWidth = 8.0f, pathDepth = 5.0f;
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static bool pathStartSet = false;
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static int pathMode = 0; // 0=river, 1=road
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ImGui::RadioButton("River (carve down)", &pathMode, 0);
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ImGui::SameLine();
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ImGui::RadioButton("Road (flatten)", &pathMode, 1);
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ImGui::SliderFloat("Width##path", &pathWidth, 2.0f, 50.0f);
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if (pathMode == 0) ImGui::SliderFloat("Depth##path", &pathDepth, 1.0f, 30.0f);
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auto& brush4 = app.getTerrainEditor().brush();
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if (ImGui::Button("Set Start##river", ImVec2(120, 0)) && brush4.isActive()) {
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riverStart = brush4.getPosition();
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riverStartSet = true;
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app.showToast("River start set");
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if (ImGui::Button("Set Start##path", ImVec2(120, 0)) && brush4.isActive()) {
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pathStart = brush4.getPosition();
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pathStartSet = true;
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app.showToast("Path start set");
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}
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ImGui::SameLine();
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if (ImGui::Button("Set End + Carve##river", ImVec2(140, 0)) && brush4.isActive() && riverStartSet) {
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riverEnd = brush4.getPosition();
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app.getTerrainEditor().carveRiver(riverStart, riverEnd, riverWidth, riverDepth);
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app.showToast("River carved");
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riverStartSet = false;
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if (ImGui::Button("Set End + Apply##path", ImVec2(140, 0)) && brush4.isActive() && pathStartSet) {
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pathEnd = brush4.getPosition();
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if (pathMode == 0)
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app.getTerrainEditor().carveRiver(pathStart, pathEnd, pathWidth, pathDepth);
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else
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app.getTerrainEditor().flattenRoad(pathStart, pathEnd, pathWidth);
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app.showToast(pathMode == 0 ? "River carved" : "Road flattened");
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pathStartSet = false;
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}
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if (riverStartSet)
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if (pathStartSet)
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ImGui::TextColored(ImVec4(0.5f, 0.9f, 0.5f, 1), "Start set — click end point");
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else
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Set start then end to carve");
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Set start then end to apply");
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}
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if (ImGui::CollapsingHeader("Mirror Terrain")) {
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@ -752,6 +752,50 @@ void TerrainEditor::carveRiver(const glm::vec3& start, const glm::vec3& end,
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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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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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// Interpolate height along the path
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auto heightAtT = [&](float t) -> float {
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return start.z + (end.z - start.z) * (t / lineLen);
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};
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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 t = glm::dot(toP, lineDir);
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t = std::clamp(t, 0.0f, lineLen);
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glm::vec2 closest = lineStart + lineDir * t;
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float dist = glm::length(p - closest);
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if (dist < width) {
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float targetH = heightAtT(t);
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float relTarget = targetH - chunk.position[2];
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float falloff = 1.0f - (dist / width);
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falloff = falloff * falloff;
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float h = chunk.heightMap.heights[v];
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chunk.heightMap.heights[v] = h + (relTarget - h) * falloff;
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modified = true;
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}
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}
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if (modified) {
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stitchEdges(ci);
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dirtyChunks_.push_back(ci);
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}
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}
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dirty_ = true;
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}
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void TerrainEditor::copyStamp(const glm::vec3& center, float radius) {
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if (!terrain_) return;
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stampData_.clear();
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@ -75,6 +75,9 @@ public:
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// Carve a river/path between two points (lowers terrain along line)
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void carveRiver(const glm::vec3& start, const glm::vec3& end, float width, float depth);
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// Flatten a road between two points (smooths to average height along path)
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void flattenRoad(const glm::vec3& start, const glm::vec3& end, float width);
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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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