fix(editor): NPC markers always on top, mesa generator, terrain tools

- NPC markers now render with NO depth test (via gizmo pipeline) so
  they're always visible even on sloped/rough terrain
- Mesa/Plateau generator: creates raised flat areas with steep cliff
  edges — configurable radius, height, and edge steepness
- NPC markers drawn after gizmo in the render pipeline to guarantee
  they appear on top of everything
- Fixes NPC visibility on non-flat terrain
This commit is contained in:
Kelsi 2026-05-05 06:55:04 -07:00
parent 1502c2ed85
commit 88416bbb1d
4 changed files with 64 additions and 15 deletions

View file

@ -805,6 +805,41 @@ void TerrainEditor::createCrater(const glm::vec3& center, float radius, float de
dirty_ = true;
}
void TerrainEditor::createMesa(const glm::vec3& center, float radius, float height, float edgeSteepness) {
if (!terrain_) return;
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);
float dist = glm::length(glm::vec2(pos.x - center.x, pos.y - center.y));
if (dist > radius * 1.5f) continue;
float t = dist / radius;
float blend;
if (t < 0.7f) {
blend = 1.0f; // flat top
} else if (t < 1.0f) {
float edgeT = (t - 0.7f) / 0.3f;
blend = 1.0f - std::pow(edgeT, 1.0f / std::max(0.1f, edgeSteepness));
} else {
blend = 0.0f;
}
chunk.heightMap.heights[v] += height * blend;
modified = true;
}
if (modified) {
stitchEdges(ci);
dirtyChunks_.push_back(ci);
}
}
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);