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feat(editor): edge ramp tool for seamless multi-tile connections
- Edge Ramp: smoothly transitions tile borders to a target height so adjacent tiles can connect seamlessly - Configurable target height and ramp width (how far in from the edge) - Quadratic blend for smooth start from edge → interior - Essential for multi-tile zone creation: ramp each tile's edges to match its neighbor's border height
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3 changed files with 49 additions and 0 deletions
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@ -985,6 +985,40 @@ void TerrainEditor::smoothBeaches(float waterHeight, float beachWidth) {
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dirty_ = true;
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}
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void TerrainEditor::rampEdges(float targetHeight, float rampWidth) {
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if (!terrain_) return;
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float relTarget = targetHeight - terrain_->chunks[0].position[2];
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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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int cx = ci % 16, cy = ci / 16;
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for (int v = 0; v < 145; v++) {
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int row = v / 17, col = v % 17;
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if (col > 8) continue;
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// Distance to nearest tile edge (in chunk units)
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float edgeDistX = std::min(static_cast<float>(cx * 8 + col),
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static_cast<float>(128 - cx * 8 - col)) / 128.0f;
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float edgeDistY = std::min(static_cast<float>(cy * 8 + row),
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static_cast<float>(128 - cy * 8 - row)) / 128.0f;
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float edgeDist = std::min(edgeDistX, edgeDistY);
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float rampNorm = rampWidth / 128.0f;
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if (edgeDist < rampNorm) {
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float t = edgeDist / rampNorm;
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float blend = t * t; // smooth start
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chunk.heightMap.heights[v] = chunk.heightMap.heights[v] * blend +
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relTarget * (1.0f - blend);
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}
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}
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dirtyChunks_.push_back(ci);
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}
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for (int ci = 0; ci < 256; ci++) stitchEdges(ci);
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dirty_ = true;
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}
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void TerrainEditor::thermalErosion(int iterations, float talusAngle) {
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if (!terrain_) return;
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float unitSize = CHUNK_SIZE / 8.0f;
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