feat(editor): height scale tool for terrain relief control

- Scale Heights: multiply all terrain heights by a factor (0.1x - 5.0x)
- >1.0 exaggerates relief (deeper valleys, taller peaks)
- <1.0 flattens terrain toward base height
- Re-stitches all chunk edges after scaling for seamless results
- Workflow: noise → smooth → scale → clamp for precise control
This commit is contained in:
Kelsi 2026-05-05 05:55:05 -07:00
parent ff33babb1d
commit 9322d37b81
3 changed files with 25 additions and 1 deletions

View file

@ -652,6 +652,20 @@ void TerrainEditor::smoothEntireTile(int iterations) {
dirty_ = true;
}
void TerrainEditor::scaleHeights(float factor) {
if (!terrain_) return;
for (int ci = 0; ci < 256; ci++) {
auto& chunk = terrain_->chunks[ci];
if (!chunk.hasHeightMap()) continue;
for (int v = 0; v < 145; v++)
chunk.heightMap.heights[v] *= factor;
dirtyChunks_.push_back(ci);
}
// Re-stitch all edges after scaling
for (int ci = 0; ci < 256; ci++) stitchEdges(ci);
dirty_ = true;
}
void TerrainEditor::clampHeights(float minH, float maxH) {
if (!terrain_) return;
for (int ci = 0; ci < 256; ci++) {