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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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3 changed files with 71 additions and 17 deletions
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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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