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feat(editor): river/path carver tool for terrain channels
- River Carver in Sculpt panel: carves a channel between two points with configurable width and depth - Set Start at cursor, then Set End + Carve to create the channel - Smooth quadratic falloff at edges for natural riverbank shape - Works by projecting each terrain vertex onto the line segment and lowering height based on distance from center - Auto-stitches chunk edges after carving - Pair with Water mode to fill the carved channel with liquid
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3 changed files with 68 additions and 0 deletions
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@ -459,6 +459,31 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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}
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ImGui::Separator();
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if (ImGui::CollapsingHeader("River / Path Carver")) {
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static glm::vec3 riverStart{0}, riverEnd{0};
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static float riverWidth = 8.0f, riverDepth = 5.0f;
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static bool riverStartSet = false;
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ImGui::SliderFloat("Width##river", &riverWidth, 2.0f, 50.0f);
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ImGui::SliderFloat("Depth##river", &riverDepth, 1.0f, 30.0f);
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auto& brush4 = app.getTerrainEditor().brush();
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if (ImGui::Button("Set Start##river", ImVec2(120, 0)) && brush4.isActive()) {
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riverStart = brush4.getPosition();
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riverStartSet = true;
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app.showToast("River start set");
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}
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ImGui::SameLine();
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if (ImGui::Button("Set End + Carve##river", ImVec2(140, 0)) && brush4.isActive() && riverStartSet) {
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riverEnd = brush4.getPosition();
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app.getTerrainEditor().carveRiver(riverStart, riverEnd, riverWidth, riverDepth);
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app.showToast("River carved");
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riverStartSet = false;
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}
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if (riverStartSet)
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ImGui::TextColored(ImVec4(0.5f, 0.9f, 0.5f, 1), "Start set — click end point");
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else
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Set start then end to carve");
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}
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if (ImGui::CollapsingHeader("Mirror Terrain")) {
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if (ImGui::Button("Mirror X (Left<>Right)", ImVec2(-1, 0))) {
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app.getTerrainEditor().mirrorX();
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