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https://github.com/Kelsidavis/WoWee.git
synced 2026-05-06 09:03:52 +00:00
feat(editor): island terrain generator with beach falloff
- Island Generator: creates raised center terrain dropping to edges with configurable center height and edge drop depth - Flat interior plateau → gradual beach slope → steep underwater drop - Preserves existing noise detail at 30% blend for natural variation - Add water around the island for instant ocean environment - Workflow: New Terrain → Island → Noise → Smooth → Auto-paint
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3 changed files with 58 additions and 0 deletions
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@ -603,6 +603,18 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
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}
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if (ImGui::CollapsingHeader("Island Generator")) {
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static float islandHeight = 30.0f, islandDrop = 20.0f;
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ImGui::SliderFloat("Center Height##island", &islandHeight, 5.0f, 100.0f);
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ImGui::SliderFloat("Edge Drop##island", &islandDrop, 5.0f, 50.0f);
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if (ImGui::Button("Create Island Shape", ImVec2(-1, 0))) {
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app.getTerrainEditor().createIsland(islandHeight, islandDrop);
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app.showToast("Island created");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Raised center dropping to edges. Add water around for ocean.");
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}
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if (ImGui::CollapsingHeader("Ridge / Mountain Range")) {
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static glm::vec3 ridgeStart{0}, ridgeEnd{0};
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static float ridgeWidth = 20.0f, ridgeHeight = 30.0f;
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@ -860,6 +860,49 @@ void TerrainEditor::createHill(const glm::vec3& center, float radius, float heig
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dirty_ = true;
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}
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void TerrainEditor::createIsland(float centerHeight, float edgeDropoff) {
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if (!terrain_) return;
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// Island shape: distance from tile center determines height
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// Center is high, edges drop below base height (underwater)
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float tileCenterX = 0, tileCenterY = 0;
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// Compute tile center from first chunk
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{
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float tileNW_X = (32.0f - static_cast<float>(terrain_->coord.y)) * TILE_SIZE;
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float tileNW_Y = (32.0f - static_cast<float>(terrain_->coord.x)) * TILE_SIZE;
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tileCenterX = tileNW_X - TILE_SIZE * 0.5f;
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tileCenterY = tileNW_Y - TILE_SIZE * 0.5f;
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}
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float maxDist = TILE_SIZE * 0.45f; // island radius slightly smaller than tile
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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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for (int v = 0; v < 145; v++) {
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glm::vec3 pos = chunkVertexWorldPos(ci, v);
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float dist = glm::length(glm::vec2(pos.x - tileCenterX, pos.y - tileCenterY));
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float t = std::clamp(dist / maxDist, 0.0f, 1.0f);
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// Smooth island falloff: high center, gradual drop, steep beach
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float islandH;
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if (t < 0.6f) {
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islandH = centerHeight; // flat interior
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} else if (t < 0.85f) {
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float beachT = (t - 0.6f) / 0.25f;
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islandH = centerHeight * (1.0f - beachT * beachT);
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} else {
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float dropT = (t - 0.85f) / 0.15f;
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islandH = centerHeight * (1.0f - 0.85f * 0.85f) * (1.0f - dropT) - edgeDropoff * dropT;
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}
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chunk.heightMap.heights[v] = islandH + chunk.heightMap.heights[v] * 0.3f;
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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::createRidge(const glm::vec3& start, const glm::vec3& end,
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float width, float height) {
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if (!terrain_) return;
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@ -93,6 +93,9 @@ public:
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// Create a ridge/mountain range between two points
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void createRidge(const glm::vec3& start, const glm::vec3& end, float width, float height);
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// Create an island shape (raised center, dropping to base at edges)
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void createIsland(float centerHeight, float edgeDropoff);
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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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