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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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}
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ImGui::Separator();
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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::CollapsingHeader("Mirror Terrain")) {
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if (ImGui::Button("Mirror X (Left<>Right)", ImVec2(-1, 0))) {
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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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app.getTerrainEditor().mirrorX();
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@ -712,6 +712,46 @@ void TerrainEditor::mirrorY() {
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dirty_ = true;
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dirty_ = true;
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}
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}
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void TerrainEditor::carveRiver(const glm::vec3& start, const glm::vec3& end,
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float width, float depth) {
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if (!terrain_) return;
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glm::vec2 lineStart(start.x, start.y);
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glm::vec2 lineEnd(end.x, end.y);
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glm::vec2 lineDir = glm::normalize(lineEnd - lineStart);
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float lineLen = glm::length(lineEnd - lineStart);
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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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bool modified = false;
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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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glm::vec2 p(pos.x, pos.y);
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// Project point onto line segment
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glm::vec2 toP = p - lineStart;
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float t = glm::dot(toP, lineDir);
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t = std::clamp(t, 0.0f, lineLen);
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glm::vec2 closest = lineStart + lineDir * t;
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float dist = glm::length(p - closest);
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if (dist < width) {
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float falloff = 1.0f - (dist / width);
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falloff = falloff * falloff; // smooth edges
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float carve = depth * falloff;
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chunk.heightMap.heights[v] -= carve;
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modified = true;
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}
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}
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if (modified) {
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stitchEdges(ci);
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dirtyChunks_.push_back(ci);
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}
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}
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dirty_ = true;
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}
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void TerrainEditor::copyStamp(const glm::vec3& center, float radius) {
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void TerrainEditor::copyStamp(const glm::vec3& center, float radius) {
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if (!terrain_) return;
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if (!terrain_) return;
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stampData_.clear();
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stampData_.clear();
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@ -72,6 +72,9 @@ public:
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void mirrorX();
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void mirrorX();
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void mirrorY();
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void mirrorY();
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// Carve a river/path between two points (lowers terrain along line)
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void carveRiver(const glm::vec3& start, const glm::vec3& end, float width, float depth);
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// Import/export heightmap (raw 16-bit grayscale, 129x129)
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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 importHeightmap(const std::string& path, float heightScale);
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bool exportHeightmap(const std::string& path, float heightScale);
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bool exportHeightmap(const std::string& path, float heightScale);
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