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feat(editor): height clamp tool for controlled terrain range
- Clamp Heights: sets min/max height bounds across entire tile (DragFloatRange2 slider for min/max, -500 to 2000 range) - Useful workflow: Generate noise → Smooth → Clamp to desired range - Prevents terrain from going underground or too high - All affected chunks marked dirty for mesh regeneration
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3 changed files with 32 additions and 1 deletions
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@ -392,8 +392,15 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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app.getTerrainEditor().smoothEntireTile(smoothPasses);
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app.showToast("Tile smoothed");
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}
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ImGui::Separator();
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static float clampMin = 0.0f, clampMax = 500.0f;
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ImGui::DragFloatRange2("Clamp Range", &clampMin, &clampMax, 1.0f, -500.0f, 2000.0f);
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if (ImGui::Button("Clamp Heights", ImVec2(-1, 0))) {
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app.getTerrainEditor().clampHeights(clampMin, clampMax);
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app.showToast("Heights clamped");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Generate terrain, then smooth for natural look");
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"Generate, smooth, then clamp for controlled range");
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}
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ImGui::Separator();
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@ -652,6 +652,27 @@ void TerrainEditor::smoothEntireTile(int iterations) {
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dirty_ = true;
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}
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void TerrainEditor::clampHeights(float minH, float maxH) {
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if (!terrain_) return;
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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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float absH = chunk.position[2] + chunk.heightMap.heights[v];
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if (absH < minH) {
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chunk.heightMap.heights[v] = minH - chunk.position[2];
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modified = true;
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} else if (absH > maxH) {
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chunk.heightMap.heights[v] = maxH - chunk.position[2];
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modified = true;
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}
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}
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if (modified) dirtyChunks_.push_back(ci);
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}
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dirty_ = true;
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}
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void TerrainEditor::applyErode(float dt) {
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float factor = std::min(1.0f, brush_.settings().strength * dt * 0.3f);
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@ -57,6 +57,9 @@ public:
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// Global smooth pass across entire tile (N iterations)
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void smoothEntireTile(int iterations);
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// Clamp all heights to a min/max range
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void clampHeights(float minH, float maxH);
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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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