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
This commit is contained in:
Kelsi 2026-05-05 06:37:54 -07:00
parent d253aed635
commit 3ac40d27ad
3 changed files with 71 additions and 17 deletions

View file

@ -484,29 +484,36 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
}
ImGui::Separator();
if (ImGui::CollapsingHeader("River / Path Carver")) {
static glm::vec3 riverStart{0}, riverEnd{0};
static float riverWidth = 8.0f, riverDepth = 5.0f;
static bool riverStartSet = false;
ImGui::SliderFloat("Width##river", &riverWidth, 2.0f, 50.0f);
ImGui::SliderFloat("Depth##river", &riverDepth, 1.0f, 30.0f);
if (ImGui::CollapsingHeader("River / Road Carver")) {
static glm::vec3 pathStart{0}, pathEnd{0};
static float pathWidth = 8.0f, pathDepth = 5.0f;
static bool pathStartSet = false;
static int pathMode = 0; // 0=river, 1=road
ImGui::RadioButton("River (carve down)", &pathMode, 0);
ImGui::SameLine();
ImGui::RadioButton("Road (flatten)", &pathMode, 1);
ImGui::SliderFloat("Width##path", &pathWidth, 2.0f, 50.0f);
if (pathMode == 0) ImGui::SliderFloat("Depth##path", &pathDepth, 1.0f, 30.0f);
auto& brush4 = app.getTerrainEditor().brush();
if (ImGui::Button("Set Start##river", ImVec2(120, 0)) && brush4.isActive()) {
riverStart = brush4.getPosition();
riverStartSet = true;
app.showToast("River start set");
if (ImGui::Button("Set Start##path", ImVec2(120, 0)) && brush4.isActive()) {
pathStart = brush4.getPosition();
pathStartSet = true;
app.showToast("Path start set");
}
ImGui::SameLine();
if (ImGui::Button("Set End + Carve##river", ImVec2(140, 0)) && brush4.isActive() && riverStartSet) {
riverEnd = brush4.getPosition();
app.getTerrainEditor().carveRiver(riverStart, riverEnd, riverWidth, riverDepth);
app.showToast("River carved");
riverStartSet = false;
if (ImGui::Button("Set End + Apply##path", ImVec2(140, 0)) && brush4.isActive() && pathStartSet) {
pathEnd = brush4.getPosition();
if (pathMode == 0)
app.getTerrainEditor().carveRiver(pathStart, pathEnd, pathWidth, pathDepth);
else
app.getTerrainEditor().flattenRoad(pathStart, pathEnd, pathWidth);
app.showToast(pathMode == 0 ? "River carved" : "Road flattened");
pathStartSet = false;
}
if (riverStartSet)
if (pathStartSet)
ImGui::TextColored(ImVec4(0.5f, 0.9f, 0.5f, 1), "Start set — click end point");
else
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Set start then end to carve");
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Set start then end to apply");
}
if (ImGui::CollapsingHeader("Mirror Terrain")) {

View file

@ -752,6 +752,50 @@ void TerrainEditor::carveRiver(const glm::vec3& start, const glm::vec3& end,
dirty_ = true;
}
void TerrainEditor::flattenRoad(const glm::vec3& start, const glm::vec3& end, float width) {
if (!terrain_) return;
glm::vec2 lineStart(start.x, start.y);
glm::vec2 lineEnd(end.x, end.y);
glm::vec2 lineDir = glm::normalize(lineEnd - lineStart);
float lineLen = glm::length(lineEnd - lineStart);
// Interpolate height along the path
auto heightAtT = [&](float t) -> float {
return start.z + (end.z - start.z) * (t / lineLen);
};
for (int ci = 0; ci < 256; ci++) {
auto& chunk = terrain_->chunks[ci];
if (!chunk.hasHeightMap()) continue;
bool modified = false;
for (int v = 0; v < 145; v++) {
glm::vec3 pos = chunkVertexWorldPos(ci, v);
glm::vec2 p(pos.x, pos.y);
glm::vec2 toP = p - lineStart;
float t = glm::dot(toP, lineDir);
t = std::clamp(t, 0.0f, lineLen);
glm::vec2 closest = lineStart + lineDir * t;
float dist = glm::length(p - closest);
if (dist < width) {
float targetH = heightAtT(t);
float relTarget = targetH - chunk.position[2];
float falloff = 1.0f - (dist / width);
falloff = falloff * falloff;
float h = chunk.heightMap.heights[v];
chunk.heightMap.heights[v] = h + (relTarget - h) * falloff;
modified = true;
}
}
if (modified) {
stitchEdges(ci);
dirtyChunks_.push_back(ci);
}
}
dirty_ = true;
}
void TerrainEditor::copyStamp(const glm::vec3& center, float radius) {
if (!terrain_) return;
stampData_.clear();

View file

@ -75,6 +75,9 @@ public:
// Carve a river/path between two points (lowers terrain along line)
void carveRiver(const glm::vec3& start, const glm::vec3& end, float width, float depth);
// Flatten a road between two points (smooths to average height along path)
void flattenRoad(const glm::vec3& start, const glm::vec3& end, float width);
// Import/export heightmap (raw 16-bit grayscale, 129x129)
bool importHeightmap(const std::string& path, float heightScale);
bool exportHeightmap(const std::string& path, float heightScale);