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feat(editor): hill/valley generator with smooth bell curve shape
- Hill Generator: creates smooth bell-curve hills at cursor position with configurable radius and height - Valley mode: same shape inverted, creates natural depressions - Uses (1-t^2)^2 falloff for very smooth natural-looking slopes - Two buttons: "Create Hill" and "Create Valley" for quick terrain shaping without switching brush modes
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3 changed files with 39 additions and 0 deletions
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@ -551,6 +551,22 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
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}
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if (ImGui::CollapsingHeader("Hill Generator")) {
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static float hillRadius = 40.0f, hillHeight = 25.0f;
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ImGui::SliderFloat("Radius##hill", &hillRadius, 10.0f, 150.0f);
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ImGui::SliderFloat("Height##hill", &hillHeight, 5.0f, 100.0f);
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auto& brushH = app.getTerrainEditor().brush();
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if (ImGui::Button("Create Hill", ImVec2(120, 0)) && brushH.isActive()) {
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app.getTerrainEditor().createHill(brushH.getPosition(), hillRadius, hillHeight);
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app.showToast("Hill created");
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}
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ImGui::SameLine();
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if (ImGui::Button("Create Valley", ImVec2(120, 0)) && brushH.isActive()) {
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app.getTerrainEditor().createHill(brushH.getPosition(), hillRadius, -hillHeight);
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app.showToast("Valley created");
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}
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}
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if (ImGui::CollapsingHeader("Mesa / Plateau")) {
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static float mesaRadius = 40.0f, mesaHeight = 20.0f, mesaSteep = 0.3f;
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ImGui::SliderFloat("Radius##mesa", &mesaRadius, 10.0f, 150.0f);
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@ -840,6 +840,26 @@ void TerrainEditor::createMesa(const glm::vec3& center, float radius, float heig
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dirty_ = true;
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}
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void TerrainEditor::createHill(const glm::vec3& center, float radius, float height) {
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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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glm::vec3 pos = chunkVertexWorldPos(ci, v);
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float dist = glm::length(glm::vec2(pos.x - center.x, pos.y - center.y));
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if (dist >= radius) continue;
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float t = dist / radius;
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float blend = (1.0f - t * t) * (1.0f - t * t); // smooth bell curve
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chunk.heightMap.heights[v] += height * blend;
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modified = true;
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}
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if (modified) { stitchEdges(ci); dirtyChunks_.push_back(ci); }
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}
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dirty_ = true;
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}
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void TerrainEditor::flattenRoad(const glm::vec3& start, const glm::vec3& end, float width) {
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if (!terrain_) return;
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glm::vec2 lineStart(start.x, start.y);
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@ -87,6 +87,9 @@ public:
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// Create a mesa/plateau (raised flat area with steep cliff edges)
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void createMesa(const glm::vec3& center, float radius, float height, float edgeSteepness);
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// Create a smooth hill/mountain
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void createHill(const glm::vec3& center, float radius, float height);
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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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